Ian Marsh and Peter Darvill-Evans

For Janet and Cherril

Previously published in Great Britain in 1991 by Doctor Who Books, an imprint of Virgin Publishing (ISBN 0426 203623) This edition published electronically as freeware in 1996 by Ian Marsh, 113 Aslett Street, Wandsworth, London SW18 2BG E-mail: Copyright © Ian Marsh and Peter Darvill-Evans 1991, 1996 Doctor Who series copyright © British Broadcasting Corporation 1963,1996 This work may be printed free of charge for personal use only. Commercial use is expressly forbidden without the consent and written agreement of the authors


The DOCTOR WHO story The DOCTOR WHO universe The Necromancers: a DOCTOR WHO short story 3 7 9


A brief history of role-playing Key concepts in role-playing Switchback: a solo DOCTOR WHO adventure 22 24 27

Basic concepts Abilities Combat Weapons Death and injury Recovery Poison Falls Suffocation and drowning 33 37 48 53 58 59 61 62 63

Who is the Doctor? Companions Aliens Villains Transport Time Lords and time travel A 500-year diary 65 71 88 106 112 114 118

How to be a referee How to invent adventures The Curse of the Cyclops: a ready-made adventure 123 136 140

Creating characters Safe combat Designer’s notes Advanced character creation Character sheet 152 154 156 159 163



TIME LORD is an unusual book. It is neither a story nor a game: it contains all the rules and information that you need to invent your own DOCTOR WHO stories and to take part in games based on them. Taking part in a story is known as role-playing and by using TIME LORD, you and your friends can play the roles of the Doctor, his companions and his enemies. You can travel through time and space and face deadly dangers on alien worlds without leaving your living room. You don’t even have to wear outlandish costumes — although you can if you want to! All you need is this book, some pencil and paper, at least two ordinary six-sided dice, a group of friends and a fertile imagination. If you want to know more about DOCTOR WHO, read Part One of this book. It contains a brief history of the television series, an explanation of the most important concepts and a short story to give the flavour of a DOCTOR WHO adventure. If you are familiar with DOCTOR WHO, you can skip Part One. If you want to know more about role-playing games, read Part Two of this book. It contains an introduction to the idea of role-playing, an explanation of the most important concepts, and a short solo game to give you some idea of what it is like to play a simple role-playing game. If you are familiar with role-playing games, you can skip Part Two. Part Three is the heart of TIME LORD: it contains all the rules that allow you to take part in a game based on a DOCTOR WHO story. Part Four is the main reference section and will be invaluable both for playing a role in a game and for creating new adventures. In Part Five there is a ready-made adventure for you and your friends to play. This part also explains how to invent new stories to continue your adventures in time and space.

Some technical terms are inevitable in a book of this nature. They will be kept to a minimum, however, and will be fully explained when first mentioned. The following terms will be used throughout TIME LORD to avoid confusion. DOCTOR WHO (the BBC television programme and the universe in which it is set) and TIME LORD (this book) will always spelled in capital letters. And what is a Time Lord? A Time Lord is a member of the ruling elite on the planet Gallifrey. The Doctor, the main character in DOCTOR WHO, is a Time Lord. Titles of books and television stories will be written in italics. For instance: Doctor Who — Survival by Rona Munro is the novel based on the DOCTOR WHO story Survival that was broadcast in 1989. Now, if you’re ready to dematerialize, we’ll take off into time and space. Ian Marsh and Peter Darvill-Evans April 1991

TIME LORD and DOCTOR WHO have had one thing in common over the past few years: both have been unavailable to fans. Behind the scenes, however, work has been progressing on new versions of both. The wider availability of the Internet and its suitability for electronic publishing has made it possible for some time to put TIME LORD on the World Wide Web. What has been lacking is a number of files from the original typescript — files that over the past few months I have been rekeying. During that time, Peter and I have arranged to have the rights to TIME LORD reverted to the authors; Peter has also very kindly allowed me to go ahead on my own and republish the book electronically so that it once again becomes available to fans of DOCTOR WHO and gamers alike. What appears here is substantially the same as the original work. The Templar Throne, however, is no longer included, and an adventure I originally wrote for Marvel’s Doctor Who Magazine — The Curse of the Cyclops — takes its place. While The Templar Throne is an excellent adventure, it is a little too complicated for a first game. There is now also a full character generation system for human companions, which joins the appendices at the back of the book. A few words of caution: the files that comprise this edition are based on the pre-edited version of the game, so there may be a few differences. If anyone spots them, it would be greatly appreciated if they could point them out. I intend to release this version of the game in several forms. The first is rather exclusive: Postscript files that can just be printed out. More ambitiously I hope to release a version that can be read on a Web browser in small chunks, which should make accessing particular points far easier. I also intend to put out Ascii, Word and WordPerfect versions, but all this will take time. Be patient. Ian Marsh Wandsworth, London, June 1996 E-mail:



modern studios at the BBC’s new Television Centre. the Doctor has taken his TARDIS into more than a hundred and fifty adventures. but also erratically brilliant. the Daleks and the Cybermen. 1963 William Hartnell played the first Doctor as an old man: eccentric. and had several confrontations with his old enemies. Jon Pertwee. The viewing figures made it clear that the right mixture of ingredients had been found: the wonderful. Patrick Troughton’s Doctor met for the first time the Yeti and the Ice Warriors. and in the second story the Doctor took his ship to the faraway planet of Skaro where he came up against the Daleks. 3 . Most important of all. they had no idea that they were watching the beginning of a legend. forgetful and bad-tempered. Scores of companions. Directors were able to call on a range of special effects and do a certain amount of outdoor shooting. the first of the many terrifying and megalomaniac races of monsters that were to cross his path again and again. most of them young Earthlings.DOCTOR WHO — TIME LORD THE DOCTOR WHO STORY The British Broadcasting Corporation’s DOCTOR WHO is the world’s longest-running science fiction television programme. that he had little idea of how to navigate it and that it was defective anyway. The programme revealed that the Doctor had ‘borrowed’ his TARDIS. but they are not unknown in other countries: the BBC has sold DOCTOR WHO to television stations in sixty nations all round the world. kind-hearted and iron-willed. Yet they knew they were seeing something special. Details of the DOCTOR WHO universe will be found in Part Four of this book. Sydney Newman. an untidy and deceptively simple clown. head of drama at the BBC. Patrick Troughton inherited the TARDIS. with a succession of glamorous female companions and a penchant for gadgets and fast cars. 1969 During two and a half years. 1970 After a gap of six months — an unprecedented break in the hitherto weekly output which suggested that the programme’s future had been in doubt — DOCTOR WHO returned. invented a crucial element of the Doctor’s make-up: he can regenerate his body when it wears out. however. In the three decades that have elapsed since that memorable November evening. Seven different actors have portrayed the Doctor. 1966 At the end of The Tenth Planet. but here is a brief history of the programme to provide a context for later references. As viewers huddled round their living room fires on that cold. the story that introduced the Cybermen.’ explained Susan — a spaceship capable of travelling in time. was broadcast on Saturday 23 November. In the last of the second Doctor’s adventures. the first episode of the first DOCTOR WHO story. The War Games . a schoolgirl who claimed to live in a police telephone box in a junkyard. but half of the First Doctor’s adventures were set in Earth’s history. in the role of the Doctor. The characters and monsters from DOCTOR WHO are now household names in Britain. has been revealed. the Master and the Rani — old enemies that the Doctor has fought again and again all over the universe — have become almost as well known as the Doctor himself. An Unearthly Child. allowing a new actor to take on the role. making history exciting and accessible for a young audience. The Doctor would hop back and forth through time. science fiction themes and terrifying monsters. it was revealed that the Doctor was a Time Lord. the day after John Kennedy was assassinated in Dallas. He met the Daleks. had envisaged DOCTOR WHO as an educational series for children. grey and typically British autumn evening and peered at the flickering black-and-white images on valve-powered television sets. They were introduced to Susan Foreman. The programme was now made in large. The DOCTOR WHO producer. From the very first episode. 1963. have been temporary time-travellers with the Doctor. The wealth of information that has been generated during almost thirty years of DOCTOR WHO stories provides a comprehensive background against which new adventures can be set. was dashing and debonair. the Doctor collapsed on the floor of his TARDIS and his appearance began to change. the programme was shot and broadcast in colour. an irascible old man known as the Doctor. a runaway from a civilization that had the power to control time and space and which has a strict policy of non-intervention in the universe — a policy that the Doctor abhors. They were amazed to find that the police telephone box was larger inside than it was outside and that it was in fact a TARDIS — ‘It stands for time and relative dimension in space. science fiction ideas began to creep in. the strong characterizations of the leading players. and portrayed the Doctor as a cosmic hobo. Daleks and Cybermen. faced with the problem that his leading actor had to retire from the programme. And something of the Doctor’s origins on Gallifrey. the home planet of the Time Lords. each of them adding something to the Time Lord’s complex personality. infinitely flexible TARDIS. and her grandfather.

Gallifrey. its recent surge of popularity. 1979 DOCTOR WHO was launched in the United States. and as a result the fourth Doctor’s adventures started to be broadcast nationwide. played by two actresses across sixteen stories. as well as a new producer and script editor. 1977 The longevity of DOCTOR WHO. 4 . Tom Baker stepped into the role to become the fourth Doctor. the Doctor’s robot dog. the second half of the 1970s was full of detail. becoming still younger in appearance. however. The fourth Doctor’s longest-standing companion. K9. the last producer of DOCTOR WHO. At the same time. was herself a Time Lord. The BBC started to sell the programme to other countries. At the end of the year. Some of the features that would characterize his decade as producer became apparent immediately: greater use of video and location shooting and a succession of well-known actors as guest stars. about the Time Lords and the Doctor’s universe. The first DOCTOR WHO convention was held. 1980 John Nathan-Turner became the new and. These stories helped the programme to impressive viewing figures: eight million British viewers now watched DOCTOR WHO. More was revealed about the origins of the Daleks and there were confrontations with Cybermen and Sontarans. but in general the fourth Doctor explored new territory in original stories. new monsters which he would meet again. the Doctor regenerated for the fourth time. at the time of writing. a story set on the Doctor’s home planet that included guest appearances by the first two Doctors. His body started to regenerate. The Three Doctors. and the preponderance of teenagers and adults rather than young children in its audience led to a flowering of DOCTOR WHO fan clubs. DOCTOR WHO started to unleash a series of hard-hitting suspense stories. 1975 With Tom Baker’s almost dangerously exuberant portrayal of the Doctor. On screen. 1972 The Daleks returned to the screen in Day of the Daleks after an absence of five years. the third Doctor suffered terrible wounds while defeating the Giant Spiders on Metebelis 3. the Master. but now the BBC had signed a substantial deal with Time-Life Television. Peter Davison became the fifth actor to play the Doctor. The first American convention took place. a new producer was brought in under instructions to tone down the elements of horror in the programme. and he had confronted the Autons and the Silurians. 1976 Viewing figures for DOCTOR WHO in Britain had exceeded fourteen million in 1975. and for the first time most of the audience were adults. K9 was retired. DOCTOR WHO was an immediate sensation and American fan clubs sprang up even more prolifically than the British clubs had. Viewing figures rose dramatically and the first of many complaints about the programme’s excessive violence were heard. introduced the shadowy figure of Omega. Some of the third Doctor’s stories had already been shown. was to become a mainstay of the programme for many years. nor has it been so large since. He also joined forces with UNIT which. the scientist who had pioneered time-travel technology. the campaign about the programme’s violence and alleged unsuitability for children reached a climax. 1974 Having come up against two new races of monsters that he was destined to meet again — the Sontarans and the Sea Devils — and having been released from his exile on Earth to undergo a series of adventures in space. Two stories were set on the Doctor’s home planet. made his first appearance in stories that continued to fill in the Doctor’s background and provide a coherent vision of the universe through which the TARDIS travelled.DOCTOR WHO — TIME LORD Within the third Doctor’s first year on television he had met for the first time his most implacable foe. most of it consistent. an evil renegade Time Lord. under its commanding officer Brigadier Lethbridge Stewart. After apparently falling to his death. The audience for DOCTOR WHO in Britain had never been so large. 1981 The Master returned after a long absence — and his machinations were the on-screen rationale for Tom Baker to relinquish his seven-year hold on the role of the Doctor. but in the following year even this stupendous achievement was topped during one story. and when a new season of stories began at the end of the year.

Colin Baker became the sixth Doctor in The Caves of Androzani. set about commissioning full-length DOCTOR WHO novels while continuing to publish non-fiction DOCTOR WHO books — of which TIME LORD is one. vainglorious genius failed to prevent a slide in the programme’s viewing figures. the Master. Silurians and Sea Devils — and the programme-makers continued to provide incidental snippets of information about Gallifrey and time travel. The Five Doctors. the programme’s long life-span is at first sight its most remarkable feature. and earned renewed critical respect for DOCTOR WHO. in which Patrick Troughton played the second Doctor for the last time. the penultimate story of the 1984 season. The result was a worldwide campaign to save the Doctor. had been appointed to play the Doctor. Once again rumours abounded about the end of DOCTOR WHO. the climax of the trial. K9 and even the Master co-operated to unmask a traitor in the High Council of Gallifrey. the introduction of another renegade Time Lord known as the Rani. and the first three of the season’s four stories were the evidence presented by the prosecution and then by the Doctor in his own defence. the seventh Doctor encountered the Master and the Rani. In spite of adventures that featured old enemies such as the Daleks. the unique appeal of DOCTOR WHO is that it can be seen as one long story. now Virgin Publishing. The programme’s ratings remained poor. Peri. Sylvester McCoy. As the above brief history of the programme suggests. Among his opponents were some old enemies — Daleks. who had been poisoned with unrefined spectrox. Ace rapidly became one of the most popular of the Doctor’s many companions. DOCTOR WHO returned. and the on-screen chemistry between Sylvester and Sophie helped to lift DOCTOR WHO on to a new level of subtlety and mystery. At the end of the year and of the first series. but in the meantime the old stories were being successfully resurrected. when the Doctor sacrificed a regeneration on the planet of Androzani Minor to save the life of his companion. After almost three decades of DOCTOR WHO. the last DOCTOR WHO story at the time of writing. The Doctor was on trial for his life. 1983 DOCTOR WHO’s twentieth anniversary was marked by a special programme. 1990 John Nathan-Turner resigned from the post of producer and the BBC made no announcement about a successor. Publisher WH Allen. The Two Doctors. having turned as many as it could of the DOCTOR WHO television scripts into short novels under its Target imprint. companions past and present. Cybermen and Sontarans. and Colin Baker was removed from the starring role. the fifth Doctor’s adventures began. however. 1989 Survival. the BBC bowed to the pressure. Daleks and Cybermen. in which all five of the Doctor’s incarnations. 1985 Colin Baker’s vivid portrayal of the sixth Doctor as an erratic. DOCTOR WHO reruns proved to be one of the main attractions on the BSB satellite and cable television service. 1986 After a seventeen month gap. about his home world and its powerful inhabitants. at the end of the 1985 season the BBC announced that DOCTOR WHO was to be taken off the air.DOCTOR WHO — TIME LORD 1982 After a nine-month gap. 1984 Peter Davison left the programme. pitted the Doctor against both the Master and the dark side of his own character. Brigadier Lethbridge Stewart. 5 . played by Sophie Aldred. the Doctor found a new companion in the streetcredible and somewhat pyromaniac form of Ace. Cybermen. and about his relentless enemies all combined to weave an increasingly complex backcloth to the Doctor’s adventures. 1987 The BBC announced that a seventh actor. and a special programme. The BBC found that video cassettes of DOCTOR WHO stories — even black-and-white ones from the 1960s — were very popular and a regular schedule of video releases was started. a teenage girl from west London. The future of the programme was once again in doubt. At the same time gradual revelations about the Doctor’s changing personality. The final story. was broadcast at the end of the year. In a series of strongly plotted stories that moved away from reliance on cross-references to Gallifreyan history. The programme grew from an imaginative but basically educational children’s television show into a science fiction saga packed with action and suspense and underpinned by adult themes. at least compared with those of its heyday.

and thus create a legacy of DOCTOR WHO ‘facts’ that can be used as the background to new adventures. It also allowed successive producers. 6 . directors.DOCTOR WHO — TIME LORD The flexibility of DOCTOR WHO’s original premise — a crotchety old scientist of unknown origin takes human beings from twentieth-century Earth as passengers in his seldom-controllable time machine — ensured the programme’s longevity in the fickle world of television fads. script editors and writers of the programme to build layer upon layer of detail and mystery.

It has the power to materialize a part of its physical structure anywhere in space and time. very few TARDISes are used. perhaps the most brilliant. The Time Lord known as the Doctor. A Time Lord’s life span is much longer than that of an ordinary Gallifreyan or human: his body has tremendous powers of recovery and is very long-lasting. in effect. humanoid and otherwise. an artificial universe of potentially infinite size. It is. albeit an artificial and alien one. A TARDIS is a Time Lord’s time and space machine and represents the summit of Gallifreyan technology. The Gallifreyans. a few of them find the place intolerably dull. others. has broken completely: the Doctor’s TARDIS is stuck in the shape of a blue police telephone box of the sort that used to be a common sight on London’s street corners a few decades ago. At about the same time Gallifreyan society began to split into two and the educated. a species that resembles human beings in physical appearance. Rassilon and Omega. Gallifrey Gallifrey is a planet in the same spiral galaxy as our own — the galaxy that we call the Milky Way. evolved intelligence and developed civilization way before anyone else in the galaxy: the Doctor once said that they achieved space flight while humans were still living in caves. He has developed a particular affection for the unpredictable inhabitants of the planet Earth. who are threatened throughout their history by alien invaders and by the results of their own waywardness. usually a young human. Time Lords As if the development of interstellar travel was not achievement enough for Gallifreyan civilization. also ‘borrowed’ a TARDIS to escape from Gallifrey. Their simple-mindedness. and it can adapt its appearance to blend in with the surroundings in which it materializes. He is hardly ever without at least one companion. it can expand its interior to any size. In his travels he has met and befriended hundreds of beings. They provide a focus for his general concern for the well-being of the universe. Some of these renegade Time Lords leave the Citadel and opt for a hermit’s life in the wilds of Gallifrey. however. The Doctor’s companions are usually confused by their adventures and have no hope of understanding the technology that the Doctor uses. are often very helpful to the Doctor and he seems to find his companions invigorating and amusing. which allows the TARDIS to change its appearance. Although its physical manifestation is usually small. is usually manned by only one Time Lord because Time Lords are solitary by nature.) Each TARDIS. and sometimes he invites one or two of them to accompany him in his TARDIS. and when it eventually wears out it regenerates into a new form. with computing power so great that it can decipher the whole of the past. but he has made it his mission to protect the weak and combat evil throughout the universe. Not surprisingly each TARDIS is an intelligence. driven by ambition and hatred. set off into time and space to carve out empires of their own. fear and innocence often lead them into danger. perfected the techniques of time travel and created the time machines known as TARDISes. and pay little attention to the rest of the planet or the rest of the universe. time-travelling elite minority became almost a distinct race. an obsolete model which has a number of interesting features that are missing on more recent versions. particularly that of humans. The Doctor Although most Time Lords are content to while away their long lives in the formal splendour of the Citadel on Gallifrey. 7 . TARDIS The letters TARDIS are an acronym. They called themselves Time Lords. thus complicating the Doctor’s plans and often jeopardizing their success. Time Lords live and work in a highly formalized society in the Citadel on Gallifrey. The Doctor’s TARDIS is also in need of an overhaul: hardly any of its circuits work properly and the chameleon circuit. And because Time Lords have little interest in the universe. A Time Lord can therefore live for thousands of years. these explanations of a few central themes will help you to understand references in TIME LORD. erratic and mysterious of them all. gives the Time Lords a feeling of detachment from mere mortals.DOCTOR WHO — TIME LORD THE DOCTOR WHO UNIVERSE If DOCTOR WHO is unfamiliar to you. but the Doctor enjoys company. there followed an even more golden age of technological progress. present and future of our own universe. (‘It’s bigger on the inside than it is on the outside!’ is the usual amazed reaction of anyone other than a Time Lord when first entering a TARDIS. however. coupled with scientific knowledge. standing for Time And Relative Dimension In Space. This longevity. Their courage and ingenuity. Companions Time Lords are solitary. Two scientists. The Doctor’s TARDIS is a Type 40.

each of them representing the Doctor after a regeneration. Although many elements of the Doctor’s character remain fixed. allies and even as his opponents. TIME LORD allows you to create new DOCTOR WHO adventures and explains how you and your friends can take part in them — as one of the regenerations of the Doctor. William Hartnell was the actor who originally played the part of the Doctor. the second Doctor and so on. as his companions. and six other actors (so far) have taken on the role.DOCTOR WHO — TIME LORD More than a hundred and fifty of the Doctor’s adventures have been broadcast on television since DOCTOR WHO first appeared in 1963. 8 . the various Doctors are identified by referring to them as the first Doctor. each new body he inhabits seems to have its own quirks.

’ Kereban said to Terellion in a whisper that she suspected he knew was too loud to be discreet. Kereban looked at her for a moment. too. she thought: Olberan was one of the few New Starhomers to carve out a career off-world and she had hoped that he would have returned to the planet with a repertoire of fascinating tales. he was keeping them to himself. Marna’s eyes. The conversation dwindled into silence as the drinks were poured. Terellion steeled herself to interrupt. ‘You’re not going to tell us you’re an eleventh-hour convert to the Velid persuasion?’ She giggled again. Marna was chattering relentlessly to a goldfleece farmer with glazed eyes. The senator was flirting with her.’ Terellion gave him one her most encouraging smiles. ‘Don’t tell me you’re not wearing yours. and considered what she should do about Marna Grard.DOCTOR WHO — TIME LORD THE NECROMANCERS This is a fairly typical example of a DOCTOR WHO adventure. Teri. When every face at the table was turned expectantly towards him. ‘Not much time for jet-setters. ‘How interesting!’ she said. more at home on the Rim. ‘I propose a toast. Another one of the things we have to thank Hortan Velid for!’ Terellion heard Kereban’s muttered curse. She blamed herself for inviting disparate people to such a formal. Kereban darling?’ she said.’ Marna carolled defiantly. gifted. but watched her guests from beneath her long eyelashes. this is followed by a synopsis of the rest of the story and notes that point out some of the characteristic features of a DOCTOR WHO adventure. Teri. The date was wrong. a mischievous smile flitted across his impassive. ‘It’s starjade. ‘What’s the matter. irresistible and yet elusive.’ she called out.’ he said. moving her feet out of range. Therefore we have decided to print only the first chapter of The Necromancers . bearded face. Terellion Pang: beautiful. and finally focused on Terellion. it is intended to give some idea of the structure. and she hadn’t the heart to discourage him: his party had lost its traditional hold on power and these days it was distinctly unfashionable to consort with opponents of independence. Terellion smiled prettily and lowered her face. fingering the string of lustrous green gems at her throat. ‘And anyway we can’t drink a toast. ‘I expect you find us very boring and provincial compared with the jet-setters and the wheeler-dealers on the Core Worlds. sighed and shook his head. She knew that hers was the first dinner invitation that Kereban had received for weeks. on the other hand. How annoying. ‘because my glass is empty!’ ‘She’s been sinking neat nirvana all evening. it is not possible to print the whole story: if it were printed here in full it would take up most of the book and there would be no space left for the rules of the TIME LORD game. ‘Not to independence. He smiled again and turned to the woman beside him. merited her attention now. Even her own non-aligned faction was treated with suspicion in parliament and with abuse in the holovids.’ There were murmurs of agreement. she knew that. because everyone’s mind was on independence. crimson lips. adding that he should dilute Marna’s nirvana with as much naranja juice as he could fit into her glass. Olberan my dear?’ she said.’ he announced. The gracious acknowledgement of compliments was second nature to her and Kereban’s little speech would not divert her attention from the business of managing a successful social occasion.’ Olberan glanced at Kereban before transferring his gaze to Terellion. she realized with the intuition of a practised hostess that her guests seemed nervous too. Marna Grard’s giggle broke the silence. Unfortunately. extending a slim hand across the table. CHAPTER ONE: A GHOST IN THE MACHINE Senator Kereban Tod tapped the rim of his glass with his dessert spoon and waited for the hubbub of conversation to subside. Other guests. ‘don’t forget we’re about to have a toast. If he had. raised her glass and tipped its contents between her wide. She should have held the gathering in the upper hall. She was almost taken aback by the directness and brilliance of his blue eyes. For the third time that evening Kereban’s foot touched hers. deeply lined face. ‘Marna. She turned away from him. Terellion felt uneasy. of course!’ she exclaimed.’ Marna was babbling heedlessly. and provider of dinner parties that are havens of serenity in these troubled times. Olberan was sitting opposite her with a scowl on his dark. ‘I propose a toast to our hostess. She beckoned her manservant to her side and told him to refill the guests’ glasses. however. were brilliant and her pupils hugely dilated. ‘and go easy on the fruit juice. ‘More of that delicious nirvana cocktail please.’ Terellion allowed none of her annoyance to show in her expression. tone and content of a DOCTOR WHO story to readers who are unfamiliar with the television programme. ‘Didn’t hang about at the Core. ‘No. And wherever did you find that gorgeous necklace?’ Marna looked round in confusion. my fellow senator. and she was rather proud that she was once again setting a trend — this time by daring to introduce a distinguished opposition statesman as the guest of honour at one of her soirees. surely. intimate occasion when a buffet would have been better. anyway: 9 .’ he said.

but had decided that the crinoline might get in the way if she needed to move fast. an old buffer who should be looking after his prize roses and tending his orchard. an autofocus zoom camera. The meal was over and she would understand if the guests started to make their excuses soon. The brief ensuing silence was shattered by the sound of breaking glass. the Doctor had said.’ he said. ‘I’ve had about enough of this.DOCTOR WHO — TIME LORD this little dining room. Marna was having some kind of seizure and everyone was on their feet and yelling incoherently. standing next to the central console and gazing at the time rotor as it rhythmically rose and fell. And she couldn’t understand why she had thought the gronkey would be a talking-point: the animal had sat motionless on its perch throughout the dinner. He’s supposed to be a Time Lord. She pulled on her favourite jacket. ‘What’s she staring at? I can’t see anything. ‘Sebaran!’ she shrieked. She had tried on a gown from eighteenth-century France. the planet on which he had found her. pale panama hat and question-mark-handled umbrella hung on the coat stand. She stood in front of a full-length mirror and experimented with hair styles.’ *** Wear something suitable. complete with a wickedly sharp hunting knife in a leather sheath. ‘Terellion!’ ‘Terellion!’ the other guests shouted. staring wide-eyed at the guests. But she felt older and she thought she looked a bit older: perhaps she was eighteen or nineteen. but then again you never who you might bump into when you stepped out of the TARDIS. west London.’ she told her reflection. He had made a slight adjustment to the interior structure of the TARDIS so that Ace’s room was now connected to a walk-in wardrobe. Anyway. was too gloomy. strode through the nearest doorway and found herself back in her bedroom. anyway. sat on it and ransacked the drawers in front of her. because Ace couldn’t be bothered to prowl the corridors looking for the TARDIS’s laboratories every time she wanted to brew up fresh supplies of explosives. square-jawed face. although she couldn’t be bothered with it most of the time. lipstick and green eye shadow. 10 . Jason Connery’s clean-cut portrayal of the mythical outlaw lingered in Ace’s memory: it was one of the last television programmes she’d seen when she lived in Perivale. A large part of the room was occupied by benches covered with chemistry apparatus. blew herself a kiss and grimaced laughingly. partly because it was concealed under a pile of discarded clothes. She thought she looked young without a bit of make-up. Ace thought as she tried to pick a good time to interrupt his reverie.’ She turned. electrical components and audio cassettes. ‘Sebaran! Can’t you see him? Look! He’s coming in! Sebaran!’ Kereban leant towards Terellion. She was growing up. she told herself. Ace had wandered in and had been meandering for hours through a labyrinth whose walls were racks of costumes. ‘Too much nirvana. She would know better next time and. Terellion looked where she was pointing but could see only the dark doorway. She pouted her full lips. and wasn’t a kid any more. it’s Sebaran! He’s come back to me!’ Marna shrieked. Marna pointed to the door and screamed. ‘Sebaran. he might land the TARDIS somewhere as cold as Iceworld. And who the blazes is Sebaran?’ Terellion was concerned about Marna. It was a waste of time. the black satin one with badges all over it and Ace embroidered in big red letters across the back. Ace wasn’t exactly sure how old she was anyway: it was a long time since she’d blown herself up in Perivale and found herself on Iceworld. but had abandoned it because she thought the Doctor wouldn’t approve. He died six months ago. she pinned it to one side so that it fell in a curtain concealing half of her open. She managed to find mascara. she piled it on top of her head. The bed was the least noticeable thing in Ace’s room. ‘Oh my god.’ she said to Kereban. perhaps — on the inside than it looked from the outside and it played the same sort of tricks with time. with its tapestries and dim candelabra. ‘If the Professor won’t tell me where we’re going. A one-piece jump suit of silvery material had attracted her at first. she stuffed a couple of cans of nitro-nine and a Jazz Messengers tape into a black rucksack that she slung over her shoulder. Terellion instructed the manservant to call an ambulance. at least. Kereban rose to his feet and lifted his glass. it was bigger — infinitely bigger. as she had expected. She had found a daring little bikini made of animal skins. She paused only briefly: she was accustomed to the strange powers of the TARDIS.’ he said. so why can’t he look a bit more lordly? He looks likes a gormless gardener. She dragged a stool from a workbench to her dressing table. ‘Ladies and gentlemen. books. but when she had tried it on she had decided it made her look like a refugee from a low-budget science-fiction television show. The Doctor didn’t look up as she came in: he had his index finger to his lips and was lost in thought. He was in the control room. things hadn’t gone too badly. She pulled her shoulder-length brown hair into a pony tail. ‘was Marna’s husband. she glowered at her reflection as she inexpertly applied the make-up. she picked up her latest toy. how am I supposed to find anything to wear? I’m off. but pleased that her party would be remembered as eventful. It might be a scaly alien with tentacles or a bit of all right like that Robin Hood on the telly. The whole point of the TARDIS was that it transcended the dimensions of space and time. his crumpled jacket. and went to find the Doctor. after all.

She spread her arms and pirouetted to draw the Doctor’s attention to the clothes she was wearing: exactly the same kind of clothes as the Doctor had seen her wearing hundreds of times before. ‘You must be able to remember police telephone boxes. fear. I didn’t mean to. are we? I can’t stand much more of the late twentieth century. ‘How about —’ he ran his finger down a flickering display ‘— New Starhome?’ ‘Is that where we’re going?’ Ace asked sceptically. she rarely ceased to enjoy it. Ace never ceased to wonder at herself. but for how long it did not know.’ Ace smiled and shook her head. the thoughts were little more than an irritation. ‘Most people are happiest in their own era. a pencil and a pad of graph paper: she had turned back when she had run out of paper. Ace. one of my favourite apples. It was drowning. ‘You what?’ A sudden thought occurred to her. Professor.’ ‘Sorry. the intelligence was suffocating. If the intelligence had any conception of an afterlife.’ After a final laboured surge. overwhelmed by the others. the others who were also intelligences but were unlike. ‘New Starhome it is! Shall we take a stroll?’ *** The intelligence was suffocating. determination in the jut of his chin. anguish and desolation. because the TARDIS’s corridors were well equipped with food dispensers. OK?’ The Doctor looked smug.’ Ace said. And if we land anywhere near sodding Perivale.’ ‘Like I keep telling you.’ said the Doctor. it would have thought itself in hell. but she had taken a portable computer with graphics software and enough memory cards to store the architectural plans of every building in London. She hadn’t used many of the cards: she had given up when she started limping. disordered thoughts. but then again. The intelligence knew immediately than the others were unlike itself.’ the Doctor said gravely. ‘It’s rude to listen in. ‘You what?’ ‘Beauty of Bath. ‘Er. The trauma had almost finished it: the intelligence had been unprepared for such swirling. We’re not going to Earth again. he was uniquely the Doctor. or had been woken. None the less it had tried to make contact. His face contained his character: intelligence and cunning in the sharp blue eyes. they were before my time.’ Ace let her arms fall to her sides. size and appearance of a police telephone box: a rectangular. yes. The first time she had set out from the control room with a rucksack full of provisions. *** On a couple of occasions Ace had tried to map the interior of the TARDIS. ‘What do you reckon on this clobber then. He turned to look at the console. ‘A very good choice of garments. alien. And I rather like the idea of being seen as a gardener — it’s an appropriate analogy in a way. however. Ace.’ the Doctor said. The others continued to arrive. Ace. they just sort of crept in while I wasn’t thinking of anything else. It had been asleep. it did so in the unassuming shape. all right? Anywhere else is better — and stop looking so pleased with yourself. The intelligence had little concept of any emotion yet the thoughts of the others consisted of almost nothing but pain. How much of her thoughts had he read? ‘Don’t do that!’ she said crossly. touched a few buttons. then. ‘Yes. but then the others had started to arrive. The intelligence feared that it had been asleep for a very long time. checking the controls again.’ said the Doctor. ‘The TARDIS materialized like this when I landed on Earth. Professor? Better than the usual gear. On her next attempt she had dispensed with the provisions. Ace. Doctor. dark blue box surmounted by a flashing blue light. It ripens early and has a fine ruddy colouring. scratched his head and then raised his eyebrows. At first it had been alone. In themselves. I thought the whole point 11 . Now it had woken. ‘We’ve landed.’ The Doctor’s smile broadened. I’m not setting foot outside the TARDIS. weren’t they? Anyway. concern and responsibility in the furrows across his forehead and alongside his mouth. ‘I think so.’ the Doctor would say in exasperation.’ he began. it was their contents that were unbearable. travelling through time and space with an alien who looked like a funny little man. ‘Oh no.DOCTOR WHO — TIME LORD ‘Beauty of Bath. ‘Well I’m not. frowned. the time rotor subsided and remained still. Her conclusion was: the TARDIS was mega-huge and there wasn’t much point in wasting any more time exploring because the Doctor could rearrange it anyway. Time Lord or gardener. He straightened with a grin. and laughter in the crow’s feet next to them.’ Ace could feel herself blushing. So she could never quite become accustomed to the fact that when the TARDIS materialized in physical form. eh?’ ‘Eminently suitable. The intelligence mentally curled itself into a ball and crept into a corner. which had been terrifying enough.

Ace.’ What I like has nothing to do with it. that was it.’ He stared into the gronkey’s deep unblinking eyes until Ace nudged him. And?’ Ace looked up at the sky.’ ‘Does it matter?’ ‘I rather think it might. A small figure was standing in the shadows beneath a pillared portico. coming to stand beside him. ‘There you are at last.’ ‘Very good. it’s called. The Doctor swept past Ace.’ the Doctor muttered. ‘The chameleon circuit is a very sophisticated piece of technology. It’s not Earth.’ ‘I wonder. Anyway. Ace. standing back to view the TARDIS against the white. There was a slang name for them. He doesn’t know which way to go. ‘It looks intelligent. The TARDIS had materialized at the corner of a courtyard.’ ‘I might have guessed you’d get lumbered with a prototype. Ace.’ The Doctor winced. I remember meeting one of these before. ‘Professor! Oi.’ Ace said. With no sign of fear its huge black eyes watched the time-travellers approach. They’re taking a bit of a chance with all these white walls.’ Sometimes Ace suspected that the Doctor didn’t have the first idea how to fix the chameleon circuit. It was turquoise. if you ask me. ‘Come along.’ the Doctor said. isn’t it?’ ‘New Starhome. Professor. pillared terraces. Ace thought. The square was paved with pale marbled flagstones and the surrounding buildings were faced with dazzlingly white plaster. but whose future. The gronkey didn’t so much as twitch as the shutter clicked. ‘but in essence you’re near enough. ‘It’s a bit of a blot on the landscape. But was it before or after this. Ace. Doctor?’ she said. that’s the question. Gronkeys.. squinting at it through the viewfinder of her camera. So we must be in the future. I never seem to have the time. I suppose. anyway?’ he said. that bloke grinning down at us from all those posters looks like an ordinary human. Street art. of course. ‘Don’t dawdle. I wonder?’ ‘Earth’s future. does it? Everywhere we go the TARDIS sticks out like a Dalek at a peace conference. ‘What is it. Ace turned and closed the door. Each showed an identical image: the smiling face of chubby. He was staring angrily at the chain that connected the gronkey’s collar to the circular handle of the door. I seem to recall. she thought. in the centre of the square. It was humanoid and stood upright. it’s like you said. which the Doctor had left open. meanwhile. but Ace could see as she followed the Doctor’s cautious approach to the portico that the creature was covered with a dark. are you sure the natives are human? What about that chap under the arches?’ The Doctor’s gaze followed Ace’s pointing finger. I’ll get round to mending it one of these days.’ he said. 12 . ‘He’s chained up like an animal.’ ‘A bit of a chance?’ ‘Yeah. ‘Why doesn’t it say anything?’ The Doctor didn’t reply. Look at these buildings. Doctor?’ Ace whispered when they stopped an arm’s length from the creature. Ace. yes.DOCTOR WHO — TIME LORD of this materialization business was that the TARDIS blended in with its surroundings?’ ‘Quite right. but I’ll bet he pretends he’s just admiring the town planning. ‘Are we playing another guessing game?’ she said. ‘Well. middle-aged man. No one had been surprised to see the TARDIS appear: the square was deserted.’ the Doctor said in a tight voice. and as it’s called New Starhome it must be a space colony. which way?’ Shaking her head.’ The Doctor stroked his chin as he peered up at the giant pictures that stood on the rooftops. or similar. as if they had never had this conversation before.’ the Doctor would say. If you’re into neo-classicism. hooked the handle of his umbrella through the strap of her rucksack and pulled her stumbling out of the TARDIS. Interesting architecture. isn’t it?’ ‘All right. New Star-something.’ ‘More like a green panda.’ she said. It doesn’t work. Ace poked her head round the exterior door and saw that this time the battered blue box had landed in more congenial surroundings than was often the case. ‘Mmm?’ The Doctor looked at her.’ she said. We’ve got to go. ‘He’s being kept as a pet. was peering from side to side and lost in thought. ‘What do you make of the place. Don’t they know about spray paint? Guy I used to know could autograph this lot in half a minute. Two wide avenues and several narrow alleys led from the square. had found the first sign of life. ‘Where to. I suppose it’s because they look like green monkeys. But she could never resist a challenge.’ ‘I hesitate to apply such gross simplifications to a complex transdimensional concept. ‘If you like.’ ‘A minor malfunction. glossy pelt that seemed to shimmer with shades of emerald and aquamarine. ‘You know. The Type 40 TARDIS was the first in which it was fitted.. At other times she thought that he’d become accustomed to the police box shape and enjoyed the consternation his craft caused wherever and whenever it appeared. ‘You can tell by the shape of the doors. The Doctor. ‘The inhabitants are human.

‘And my assistant’s name is Ace. Even if it had been alone.’ Happid said. although the intelligence somehow knew that the message was not intended for it. ‘Now I really must get along. The intelligence had come to realize that its probings increased the fear of the others. were hallucinations. unless we hurry along.’ Happid said. and he noticed her camera. Listen. warmth. young lady.’ the Doctor said. mate. But the machines no longer functioned and no input was possible.’ the man said. Ace hurried to catch up. the visions. He held up the placard and stood to attention with the poster’s genial face next to his own. ‘This. ‘Yorovan Happid. ah. ‘Of course! You’re a reporter. mate!’ she yelled.’ Ace glanced up at the clear turquoise sky and froze. drowning in a storm of the others’ terror and agony and hopelessness. too. too. ‘I must apologize for my young friend’s abrupt tone. Under his arm he was carrying a placard on which was a smaller version of the posters that overlooked the square. I don’t want to miss the signing. He is a great man. 13 . Ace was incensed: she hated being wrongly accused. quite amazing. The other was speaking and.’ *** When the visions had started. therefore. If the intelligence had been one with its brood-fellows. ‘Good. disorganized and so full of pain that the intelligence recoiled as soon as it made contact.’ Ace continued.’ ‘Happid. The intelligence knew that the others recognized the things as having life. ‘Is the ceremony taking place here?’ ‘Unfortunately not. ‘Earth technology. Green.’ she said. It was green. Hortan Velid’s home town.. you can hear the crowd cheering. good morning. The others. my dear.’ ‘Doctor.’ The Doctor had been making a few deductions. ‘So today is Independence Day?’ he asked. ‘Oi. Don’t worry. his voice shaking with emotion. but the thoughts of the others were incoherent. creator of our planet’s destiny.’ The Doctor leant forward and tapped the camera. we’ll get you out of this. all right?’ The Doctor smiled. it had retreated into its hallucinations. architect of our independence. We had hoped that we would have the honour. She’s from Earth. ‘Thanks. It had no vocabulary to describe the things that appeared.DOCTOR WHO — TIME LORD ‘Snap out of it. From the tempests of anguished emotion that were the thoughts of the others.’ he said. He was wearing a white tunic and white trousers that together had a faintly military look.. but the ceremony had to be held in Central City. he showed no sign of interrupting his progress. endless green.’ the man said. some of them moving: the intelligence was adrift in a vision it no longer tried to understand. You’ve been misinformed. ‘I didn’t realize one of you was. Ace turned to see a middle-aged man hurrying across the square. But it was surrounded by the others. ‘Celebrations? I thought you were off to a demo. The visions were like the input that the intelligence used to receive from the machines. the intelligence plucked recognition of the things in the visions. She clutched the Doctor’s arm. *** ‘You young people! Stop teasing that gronkey!’ The voice was perfunctory rather than angry. ‘Great shot for our viewers back home. eh?’ He gazed at Ace in awe. isn’t it?’ ‘Er. it understood the meaning. ‘We’re not teasing it. Who’s the bloke in the picture?’ Yorovan Happid was shocked. Pleased to meet you.’ she hissed. Suddenly it was aware of another: another whose thoughts were not chaotic. the hallucinations offered some respite from the relentless torture. ‘this is Hortan Velid: our governor and leader. glancing at the sky. even though some were green and remained stationary whereas others moved and were sometimes other colours. living things.’ Ace lifted the camera and snapped Happid and his placard.. The intelligence had understood very little of what it saw in its visions. raised his hat and strode towards the man. This is the town of Pax. The intelligence would have liked to interrogate the others to acquire more information about the things in its hallucinations. Professor. The most permanent thing in the hallucinations was known to the others as a colour..’ he said. another who was full of confidence rather than fear. The man stopped. the Doctor looked round. are we. ‘We’re just having a look.’ Ace still didn’t like him. Having reprimanded Ace and the Doctor.’ ‘Quite all right. ‘Footsteps: someone’s coming. ‘Remarkable how they’ve managed to miniaturize these holovid recorders. old chap. and the words that went with the things. Everyone will see it on live hologram transmission — everyone except us. the intelligence had assumed that it was going insane. a green sash was looped over one shoulder. You’ve come a very long way to holovid our celebrations. it would have struggled against the hallucinations.’ the Doctor said. Among the green there were smaller things. the other was saying. I mean I didn’t see that the young lady was with her er. recoiled from the intelligence. it would have drawn on the brood’s strength to drive out the madness. From Earth. ‘You’ve come to the wrong place.

where would you go if you’d just seen a ghost?’ *** Olberan was being difficult. on this morning of all mornings. ‘New Starhome’s the most contented planet you could wish for. ‘but they’re not aimed at us. when he had seemed eager to put her under a general anaesthetic for reasons that she had assumed were unprofessional. He had positioned his powerful body in front of Marna’s bed. why’s she been out all night?’ Olberan demanded. ‘A mild tranquillizer.’ Sendet lifted his eyes to the ceiling in despair. ‘Perhaps your big. ‘That thing’s giving me the creeps.’ Happid shouted over his shoulder as he bustled away to the edge of the square. Tell him you trust me. ‘I just want to talk to her.’ he said.’ the Doctor murmured. ‘All the Federation ships will be gone by midnight. Terellion’s smile widened.’ he explained. stepping forward and then leaning back to avoid Olberan’s scalpel lunge. Doctor. Olberan.’ ‘If it’s so mild. Olberan had insisted on visiting the poor deranged woman. she would still be in shock.DOCTOR WHO — TIME LORD ‘Doctor! Over there! Vapour trails! Are they missiles?’ The Doctor studied the fine parallel lines that streaked the sky.’ Terellion said. it’s OK with me too.’ ‘That’ll be the Federation fleet.’ Doctor Sendet sighed and drew his hand across his lean face. If Senator Terellion says it’s OK. He’ll do what’s best for Marna. Doc. are we going to watch this independence ceremony?’ ‘I never find flag-waving as uplifting as it’s cracked up to be.’ The gronkey was still staring fixedly at the Doctor. ‘She’s coming round. then turned into an O of surprise as the burly off-worlder pulled her close and kissed her. ‘Marna looks so peaceful already.’ Sendet whispered. Barnan?’ she said.’ Terellion nodded. ‘Now that is interesting.’ Sendet tutted impatiently and indicated the moving line on the screen above Marna’s head. ‘You keep your damned drugs away from me.’ Happid boasted. Sendet held up the hypodermic plastigraft. She fluttered her eyelashes. his left hand was curled into a fist and in his right he was wielding a scalpel. She rested her hand on his brawny arm and looked up into his glittering blue eyes. I think this woman saw something last night and I’m going to find out what’s going on. ‘It’s all right. And he was making a scene. or part of it at least. ‘But I assume everything’s been peaceful and orderly so far?’ ‘Peaceful? Better than just peaceful. he was the senior consultant in the second-largest hospital on New Starhome. ‘It’s just twenty-five milligrams of noctidrine. Olberan seemed mesmerized by her eyes.’ The Doctor seemed almost disappointed. As soon as Terellion stopped struggling. ‘Doctor Sendet’s an old acquaintance. Ace began to feel uncomfortable. ‘The electromagnetic pattern is still very erratic.’ ‘You might find that those last two statements don’t necessarily go together. ‘There’s been so little bad news lately.’ Terellion smiled encouragingly. ‘No trouble of any kind?’ he pleaded. Don’t come near her with any more of that stuff. Terellion? Tell him you’ve known me for years. Terellion had done everything she could to avoid a scandal: she had had Marna driven to the hospital in one of her own limousines and she had booked the most expensive suite of rooms for Marna’s sole use.’ ‘So where shall we go?’ ‘Well.’ Olberan said with a grin. We’ll have our own police force. ‘Come on. that’s all. give Marna the shot. Sendet applied the plastigraft pad to the sleeping woman’s arm and almost immediately the line on the screen became less jagged as Marna’s breathing deepened.’ he repeated doggedly. The nurse exchanged a long-suffering glance with Terellion. I’m not pickled in nirvana and I don’t believe in ghosts. None the less. she didn’t entirely trust him. Nobody’s going to get in my way!’ Sendet and the nurse launched into a stumbling explanation of the effects of shock.’ Doctor Sendet advanced hesitantly and this time it was Terellion. who stopped him. ‘Can’t you talk some sense into him.’ he said. ‘I heard that!’ Olberan roared. the holovids have been reporting stories about people seeing ghosts!’ ‘Ghosts!’ the Doctor mused. dragging herself from Olberan’s gaze. Tomorrow we’ll be free. Now. She was surprised to find that she felt disappointed.’ Happid said. a ploy which she usually found effective.’ she said. ‘Not many as good-looking as you on the Rim worlds. somewhat half-heartedly. bearded friend could do with a shot of this stuff. ‘If she woke now. He lowered his hands. It’s one of the terms of the treaty. ‘Is this really necessary. the symptoms of hysteria 14 . ‘Go on.’ It was true that Terellion had known Doctor Sendet for years. who smiled weakly. Ace. Olberan released her. But since the last time she had consulted him. ‘She’d be all right if only you’d let her wake up. ‘You brute!’ she said. ‘None whatsoever. They’re on a trajectory for space. ‘They could be.

’ he said.’ he spluttered. ‘I’m Senator Terellion Pang. ‘Marna’s going to be all right.’ ‘So can some of the cholinesterase blockers. Terellion fought back her tears and an urge to smooth Olberan’s furrowed brow. Olberan. He pressed a button. isn’t she. however. He pressed a button on a pad strapped to his wrist and lifted the device to his lips. The room was a morgue. along with the machinery and screens arranged around the bed-head. The little man raised his hat. Terellion was about to step in to prevent an argument when the device on Sendet’s wrist began to bleep alarmingly.’ the young woman said. Appearances can be deceptive. ‘Perhaps. ‘You wouldn’t get one of them on the National Health. senator. Doctor?’ Terellion said. Olberan merely glowered at them. Who’s the patient?’ Terellion decided it was time to exert some control. ‘Oh yes. Ace?’ *** In the basement of the hospital.’ the Doctor and Sendet said in unison. Sendet ran from the room. Nirvana can do that to you. I’m beginning to fancy a bit of rough trade! Terellion was the first to notice that visitors had arrived. mate. unsteady hands pushed together the two halves of a metal sphere. ‘Shouldn’t we follow him.’ The Doctor glared at her.’ ‘Hi. extending her hand.’ the Doctor replied. ‘Take this patient to IC and administer a slow drip of eserine compound. This is much more interesting than flag-waving. Sendet stared at the screen and swore. ‘She had a skinful of nirvana last night. Don’t you think you should do something about this?’ He pointed to the screen above Marna’s head. unless I’m mistaken. ‘Intensive care!’ he barked. I’m Olberan. Terellion thought. Olberan burst out laughing. ‘An acetyl choline replicant in a slow-release base. Whatever it was. The hands.’ ‘Is it?’ the Doctor said. ‘I’m the doctor. She frowned. The flickering line was almost flat. ‘The question is. ‘The patient is Marna Grard. when neither of the two visitors appeared to recognize her name.’ Olberan growled. ‘You mean.’ Terellion shivered as the Doctor’s eyes swept the room and came to rest on Sendet. Terellion found herself favourably comparing the big off-worlder’s commanding silence with Sendet’s oleaginous appearance and verbosity.’ Ace said. ‘I see. ‘Hallo. that’s all. ‘This is the Doctor. you’re the doctor.DOCTOR WHO — TIME LORD and the impossibility of ghosts. in the quantities Marna was taking. imprisoning the black radiance within. touching his fingertips to Marna’s temples. it sent her crazy. ‘I rather think Marna could do with a second opinion. pushed the drawer into the wall. isn’t it. will anyone see her ghost?’ Terellion gasped. Doctor?’ Terellion said. The gloom in the long chamber lightened a little. trembling with the cold. I’m Ace.’ he said.’ The Doctor shook his head slowly.. Well.’ Sendet said firmly. Who’s the patient?’ Sendet was the first to speak. ‘It was too late before we arrived here. But I was there. After all these years of civilization. nirvana can be a dangerous substance. ‘Do you mean she’s dead?’ Olberan snarled.? There have been rumours. ‘Would you mind explaining yourselves?’ ‘Sorry. deep drawers. Report back as soon as you see any change. ‘Doctor Sendet! Doctor Sendet! Emergency!’ the tiny loudspeaker screeched.’ Sendet smiled nervously as the nurse flicked up two switches at the foot of the bed. ‘That’s what I call an air-bed. floated free of the wall and the nurse propelled the entire complex towards the doorway with one hand.’ ‘I think it’s time we had a talk. The doors opened silently as the bed approached.’ the Doctor said. ‘Twenty-five milligrams.’ he said. ‘Sendet’s been giving her shots all night. and saw the ghost of her husband. ‘and. ‘but he is the Doctor. ‘It’s too late.’ Olberan clenched his fists. ‘Possibly very wise. his lip curled disdainfully. He saw the plastigraft pad and sniffed it.. He frowned. ‘I’m the Doctor. ‘It’s noctidrine.. its walls lined from floor to ceiling with wide. ‘This is Doctor Sendet. Terellion stared at them. Sendet gave him a filthy look. by the way.’ the Doctor added. and five pairs of eyes watched until the doors had closed again and Marna had floated out of sight. uninvited and unannounced. The bed.’ The Doctor and Ace shook his out-thrust hand. the nurse and finally Sendet turned to follow her gaze. Doctor: that was no pink elephant she saw. ‘Kindly explain yourselves.’ she announced. An oddly dressed but alert little man and a tough-looking young woman in a black jacket had joined the group and were avidly listening to Sendet and the nurse. Who’s the patient?’ Terellion mechanically shook the young woman’s hand. I’m sending a patient now!’ He turned to the nurse. Get a berth ready immediately. ‘She’s had a traumatic shock. One of the drawers lay open: inside it was a still figure covered with a grey sheet.’ Sendet stammered. ‘Doctor Sendet to intensive care immediately please!’ Without a word.. ‘She’s sedated?’ the Doctor asked. 15 .’ Ace said.

Terellion agrees to go quietly. The Doctor urges flight. Olberan goes to see Terellion. In place of the Federation Security Corps. telling the Doctor and Ace to escape while he holds them off. His expedition was a disaster and most of the explorers died. they are carrying weapons.DOCTOR WHO — TIME LORD ‘Another guest in the hotel. She finds the gronkeys a little disturbing. which Ace foils. he invests his own paramilitary organization. The Doctor disapproves of his strident nationalism. she will be tranquillized and treated anyway. He is about to open it when he is interrupted by a squad of guards. Terellion’s mansion has been broken into and the senator is missing. a hover-vehicle. If she refuses. ‘If we carry like this like this. The Doctor’s reassurances are interrupted by the arrival of a squad of Starhome Guards. but starjade is pretty enough: she says that Marna was wearing starjade when she saw the ghost of her late husband. saying that there is still plenty of the South Continent to exploit and that many of the islands of the archipelago have yet to be visited. And now that they are the planet’s official police force. 16 . can move fast enough to dodge the bullets: the Doctor falls and is surrounded. Starjade. and Terellion explains that both the friendly. confused and angry. he suggests that they break into Velid’s villa in Pax. The crowd acclaims his decisions. and shows him her gronkey and her collection of starjade jewellery. Velid’s first act as president is to dissolve the senate and give himself emergency powers to rule until new elections can be held. which he says has for too long diverted the attention of New Starhomers from the crucial tasks of building the planet’s economy to compete with that of the Federation and other independent planets. disturbed by the holovid news. which has remained largely unexplored throughout the centuries of human settlement because of its inhospitable tropical climate and its lack of mineral resources. The guards. Sendet gloats about her defencelessness and then places a metal globe above her head. Ace rescues the gronkey and returns to the hallway to see the Doctor caught in the ray from a guard’s gun. Olberan produces an old hunting rifle and opens fire at them. SYNOPSIS OF SUBSEQUENT EVENTS Reluctantly.’ There was something hysterical about the nervous laughter that followed. Olberan returns. but the New Starhomers are ecstatic at the prospect of new prosperity and strength. There is very little available. Velid makes two further announcements. the cream of New Starhome’s youth. where she finds an epaulet that she tore from the shoulder of one of the night-time intruders. seem unnaturally strong: they smash their way through locked doors with ease. Sendet scans the Doctor’s body and is amazed to find that the Doctor is not human. and although he is clearly worried and in awe of the senator he insists that she must submit to a course of medical treatment. The Doctor and Ace accept Olberan’s invitation to stay the night in the house he has rented. The servants say that she has been arrested. The Doctor falls lifeless to the floor. The Doctor recognizes it as part of the uniform of the Starhome Guard. befriends Olberan’s pet gronkey and wanders into the garden of Olberan’s house. In an operating theatre. but Olberan wants to confront the officials who arrested Terellion. The Doctor seems particularly interested in gronkeys and starjade. whose name was Sendet. we’ll have to build an extension. Ace and Olberan return as the Doctor is explaining that starjade has unusual properties. the Starhome Guard. Velid then bans further exploration of the North Continent. dark green mammals and the emerald-like stone come from the North Continent of the planet. He tells Ace that the Doctor is finished and that their duty now is to find and rescue Terellion.’ whispered the owner of the hands. she is strapped to a table. Velid declares that the malefactors will be brought to justice. he says. These uniformed giants. Ace. not a prison. who wheel in the lifeless body of the Doctor. Ace and Olberan watch the live holovid broadcast of Velid’s appointment as president of newly independent New Starhome. but Olberan reminds her that the gronkey could be hurt in the explosion. Olberan grabs the grief-stricken Ace and pulls her to safety. he says. Sendet visits her. the North Continent was known only for its beaches and that the interior was ignored. but despite the obstruction of the librarian — only increased by Olberan’s brusque manner — Ace discovers that Hortan Velid’s first claim to fame was as the organizer of one of the earliest of the expeditions to the North Continent. Among the few survivors were Velid himself and the expedition’s doctor. Terellion begins to admire Olberan and trust the Doctor. He tells Ace that even now Velid would not dare to incarcerate the glamorous senator in an ordinary prison. Olberan adds that when he was last on the planet. Terellion invites the Doctor to her palatial home. however. Ace and Olberan visit the Pax library to gain information about the North Continent. During the night there is an attempted break-in. with the responsibility of policing the planet. Almost as afterthoughts. a fact which the Doctor seems to find significant. Terellion agrees. Ace produces nitro-nine with which she intends to blow up the guards. He doubts whether anything interesting or worthwhile could come from the North Continent. Terellion is in a featureless cell. They escape in his speedpod. but when a nurse brings her food she realizes that she is in a hospital. Ace cannot believe that Terellion is one of the senators who hushed up the danger of starjade. The next day the Doctor. has been found to give off dangerous radiation: he bans it and claims that certain senators knew about the danger but had hushed it up.

he manages to disarm one of the guards and use the captured weapon to gun down the remainder. and he is determined to make Hortan Velid aware of the injustices being done in his name. He gives the trolley a shove and throws himself flat on top of it. however. Sendet moves the sphere towards her and she screams. She puts the wheel in her rucksack and. Sendet is stunned. hearing footsteps. Ace takes it and returns to the lift. She curses herself for her stupidity and urges Olberan to make for the hospital with all speed. and runs with it to the speedpod. Terellion overhears Sendet making a telephone call. upstairs. but Ace will not be deterred. She takes the lift to the basement where she steps out into a dark room that is furnished as a study.DOCTOR WHO — TIME LORD Terellion accuses him of complicity with murderers. Terellion watches aghast as the shroud of dark light withdraws into the globe. 17 . not because she fears the globe but because the body bag is moving: it is being unzipped from the inside. They decide that the Doctor should be exposed to the Remote Globe. and not a moment too soon: as they return to the speedpod. which he wheels into the space between the guards. envelops the Doctor. she conceals the computer. There is a computer terminal set into a desk. then it is likely that the Doctor. After telling Ace that using nitro-nine will attract too much attention. The Doctor. she reviews the astonishing contents of Hortan Velid’s confidential files. The Doctor sits up. not a human. Ace steps into a small circular room: it is a lift. but he was able to escape from wherever the globe took his life-force. a ball of blackness contained within the sphere. installed at the controls of the speedpod. She is sure that if the senator is imprisoned in the building. He found it a very miserable reservoir of mental energy. He and Ace must search again. Ace’s gronkey reaches forward. sitting alongside Olberan. and seems pleased when she says she’s going to the North Continent. a gothic folly rising from the modern edifice. tells the Doctor he knows too much and orders the guards to kill him. because the North Continent is now out of bounds. The Doctor says he can hear the cavalry coming and then everyone in the room is aware of approaching shouts. too. Dark radiance from the Remote Globe. Terellion fights back tears as the guards zip up the bag. Ace finds no sign of Terellion nor anything else of interest in the sumptuously furnished bedrooms. Olberan tries to curb her optimism. who still has the rescued gronkey with her. Ace catches the Doctor’s eye. which is what he accuses Sendet of trying to create. is not dead. The Doctor asks Ace where she’s driving to. The door is locked. Terellion. He was glad to get away. Sendet tells Terellion that the globe is draining the Doctor’s life. The Doctor smiles and nods. Terellion watches helplessly as the metal sphere is moved above the Doctor’s head and spilt open. Ace disagrees. the guards round the villa begin to stir. Inserting microcircuits at random. but Ace remembers the security code that Olberan used and finds that it unlocks the door. Terellion and Olberan are appalled. which he says might be dangerous. leaving the Doctor’s body pale and unmoving. outruns the guards’ pods. The Doctor frees Terellion. Ace sets up the computer and manages to turn it on. Instead he pushes her into the lower part of an equipment trolley. explosions and blaster shots. she will be found in the cellars. is determined to go to Central City. This forces Olberan to accompany her. steals Olberan’s blaster and hands it to Ace. shouting over her shoulder for Olberan to stop shooting and follow her. He is asking for instructions. Ace finds the computer’s memory store in the form of a wheel of microcircuits. He is outraged and wants a showdown. holding his head. after a rough start. but she cannot find a way to access them. Ace opens the door at the other end. Velid’s villa is even more grandiose than Terellion’s mansion. says that is an excellent reason for going there. Hearing Olberan approach. She finds the entrance to it in the corner of the master bedroom. Olberan reports that he has found nothing. Sendet recovers his wits. he stresses. grabs the trolley. but refuses to let her follow Sendet to safety. while Sendet escapes through another exit. but he insists that Terellion must be on the premises. Rambo. points to Olberan. Olberan. The Doctor explains that Sendet was right: he is a Gallifreyan. agrees. ‘I’m driving this bus now. Ace reluctantly agrees to the logic of Olberan’s suggestion that they should split up to search the vast building. he says: he was surrounded by a crowd of unhappy and disoriented minds and he also found one extremely confused stranger. Then she suddenly remembers that from outside the villa she saw a cylindrical turret. and therefore able to withstand the life transfer.’ she says to the blustering Olberan. The guards take up defensive positions in the doorway. he says. It was a struggle.’ With Ace at the controls the speedpod. and sends Ace. and gives a thumbs-down sign. but the other party seems unsure what to do next. announces that the transfer has been successfully completed and calls for guards to put the Doctor’s body into a disposal bag. but Sendet tells her that the Doctor is alive. A senator has almost been murdered. Olberan hacks into the security system to gain access to the grounds. It is only thinly guarded. Sendet closes the metal sphere. He comments that he has just had a remarkable experience that he wouldn’t recommend to anyone. is about to move on when the gronkey demonstrates that the computer terminal is portable by lifting it out of the desk. ‘Move over. In the master bedroom. Olberan volunteers to descend into the cellars. Ace realizes that if they are merely stunned. and eventually decides to leave by herself. The trolley trundles along the ray-filled corridor.

one of which is overseeing teams of gronkeys. At that moment the gronkeys arrive! Running silently from the jungle. perhaps centuries before the first human colonists arrived. It looks like a ruined temple of a lost civilization. and that the Doctor is taking them on a wild goose chase. Olberan protests that they are wasting time. saying that they should all see the terrible truth of the basis of Velid’s new order for New Starhome. Soon there are hundreds of faces surrounding the foursome. Ace takes the little craft still closer. Prompted by the Doctor. and it becomes clear that the settlement is inhabited: small squads of Starhome Guards look up from their tasks. wave after wave of gronkeys swarm over the guards: they take horrendous casualties. The apex of the spaceship is a circular chamber with a conical roof. Olberan alerts the others to the sound of approaching speedpods: Velid has found them already. The two New Starhomers are amazed at the gronkeys. He leads the way into the dark chamber. The largest cluster of buildings is next to the thin tower. They pause at a hole beyond which they can see only a black void. and surrounded. Ace says that if ruined spaceship contains anything important. Olberan and Terellion catch up with the Doctor and Ace at the base of the tower. that in Central City. Olberan leads Terellion in a rescue charge that proves futile and they are captured. Olberan and Terellion provide covering fire from the speedpod. The room is empty except for a pillar in the centre. They find a gap in the tower’s structure. Velid’s opponents are probably being arrested and perhaps killed. disarmed. Ace points out that the guards don’t need reinforcements. clearing undergrowth and digging trenches. the Doctor and Ace realize they are surrounded: pinned down by blaster rays. on which rests a black globe from which darkness seems to emanate. it must be in the empty-looking nose cone. There are no doors. Ace’s gronkey returns to her and stares into her eyes. Hortan Velid. gangs of the creatures can be seen carrying boxes. It is immediately obvious that the building is not an ancient stone edifice: it is made of metal. Terellion weeps as she 18 . who have never previously shown any capability of organized behaviour. Ace’s gronkey abandons her and flees into the jungle. the Doctor is worried because he can do nothing to stop the guards radioing for reinforcements and he says he and Ace must move fast. the guards close in. Olberan points out that even if it is true. Guards loom over the Doctor and Ace and take aim at point-blank range. in Pax and all over the South Continent. cannot be dissuaded from finding a way in. each face is a moving mask of abject terror and anguish. rooms or corridors. Halfway to the tower. aware that the unafraid other who joined it and then abruptly departed is returning in a way that the intelligence cannot comprehend. The interior of the ship is damaged and the Doctor concludes that it made a forced landing on the planet. Ace remarks that her arrival couldn’t have been more obvious even if she’d radioed ahead. Ace brings the speedpod down slowly. however. Olberan and Terellion refuse to be trapped inside the tower and would prefer to take their chances outside. Above the globe is a metal hood suspended by a thick cable. as Terellion almost was. The Doctor pats the gronkey’s head and explains that he has an assistant navigator. He adds that Velid’s computer records contain references to a fortified camp in the North Continent. It seems that the dark green mammals have been pressed into service as labourers. The intelligence becomes excited. Arranged in groups across the clearing are modern domes and huts. He points towards the jungle: there is a strangely regular clearing. The clearing is obviously not natural. dishes and a thick cable that runs to the top of the tower. The expedition of which Sendet was a member found the tower and the source of power it contained — power for which the expedition’s paymaster. As the craft lands. The Doctor says that they have been learning. The wall is a blank screen. they could spend years failing to find it from the air. but the Doctor persuades them that they are safer in the old spaceship because Velid would not risk damaging the source of his power. it never entirely died. While the Doctor and Ace run towards the tower. She realizes that it is communicating with her telepathically: it is telling her that there is danger in the tower. Ace realizes they have reached a chamber that occupies the top of the tower. As the speedpod circles over the endless rain forest. staring alternately into the screen of the portable computer and the eyes of the gronkey. the little party struggles upwards through the interior of the ship. The Doctor navigates. Ace works out that the tower is in fact a spaceship. they can only await capture. Ace says there is nowhere to land but in the clearing. At its centre there is a tall. Squeezing through the gaps between ruptured storage tanks and smashed electronic circuits. The Doctor. she says. was prepared to kill. and from its roofs sprout aerials. and its insides consist of a maze of wiring ducts and hydraulic systems. and not of human design. thin tower: it is leaning and much overgrown with foliage. As they run from the speedpod. The Doctor replies by asking Ace to repeat the information she discovered about Velid’s expedition to the North Continent. windows. The gronkey in the speedpod becomes agitated for the first time. but the guards are overwhelmed. and she takes the speedpod down. The guards advance inexorably. The Doctor concentrates and images begin to appear on the screen. The Doctor explains that although the ship has been there for centuries or millennia.DOCTOR WHO — TIME LORD Ace pilots the speedpod northward over a vast ocean and then over an equally vast landmass covered with jungle.

After a struggle in which Ace and Terellion prove a match for the unaugmented youths. that resonated with an image. She launches herself at him. He pressed ahead with his campaign for independence. the new knowledge was instantly available to all the gronkeys on the planet. where it smashes into fragments. the gronkey could not help becoming a conduit for that image -and thus Marna saw the ghost of her husband. these gronkeys were in constant mental touch with their fellows in the North Continent. and to protect the gronkeys by diverting attention elsewhere. and Ace realizes that the Doctor’s stratagem is about to be undermined. and Velid knew that someone would start asking difficult questions. Ace. Olberan threatens to kill the Doctor. followed by Velid. and he acted swiftly to ban starjade after the Doctor had planted hints that the stone might be responsible for the ghost sightings. Velid catches it in both hands and slumps to the floor as his life force drains into the globe. hoping thereby to smother reports of people seeing ghosts. but he adds that his plans are more far-reaching. The Doctor’s motives had been to find out whether Velid had something to hide. Olberan shrugs. With a burst of blaster fire. distracting her. Ironically it was Velid who provided the stimulus: once the enslaved gronkeys at the spaceship site had been shown how to use tools and had heard human speech. picked up a mental signal from a nearby human. Velid is still smiling. including those working in the black globe chamber. Voices are heard within the ship. who turns the gun towards the Doctor. Velid will crush all opposition. None of this would have mattered but for the fact that gronkeys were being shipped to the inhabited South Continent as pets. The screen goes blank. and he will go on to conquer all the worlds of the Federation and beyond. They communicate telepathically. saying that gronkeys are intelligent. Although they appeared uncommunicative. He glances at Olberan. The Doctor picks up the globe again and concentrates. Terellion starts to say that the Doctor has already survived one such attempt. With New Starhome completely under his control. The Doctor tells Velid that the game is up. whispering that he has known for some time about Olberan’s deception. promising peace at last to it and to the hundreds of humans imprisoned with it: he drops the globe onto the floor. tossing the globe to Velid. Because the spaceship was so difficult to enter. He congratulates the Doctor on the Time Lord’s correct assessment of the situation.DOCTOR WHO — TIME LORD recognizes acquaintances who have recently died. one of a species that has no corporeal existence and which lives as collective consciousnesses. The Doctor disagrees. a hideous alien figure takes shape. He speaks to the alien intelligence. with no sign of intelligence. sparks flash from the torn cable. but have an easy life in the rain forest and therefore no need of permanent settlements or toolmaking skills. 19 . The Doctor introduces the others to the intelligence — the only surviving member of the crew of the spaceship. The Doctor says that Velid had started to make mistakes: the gronkeys had forced him to press ahead with his plans too fast. but the Doctor says that there isn’t much point. Velid and a contingent of his superhuman guards are ascending towards the chamber. catch!’ he says. Whenever a gronkey. Thus they saw the tortured images on the screen and became aware of the alien intelligence’s misery and confusion. He orders the Doctor to touch the black sphere. Ace disagrees. No one can stop him now. His guards will be invincible. Ace suddenly realizes how Olberan managed to break into Velid’s house so easily. The Doctor. The guards. seen by the gronkeys in the spaceship. Velid has been able to use the accumulating power of the trapped intelligences to augment the strength of his guards and has campaigned for New Starhome’s independence to ensure freedom from Federation interference. such as Terellion’s guest Marna. The Doctor explains that Sendet has been draining the life from his patients and transmitting the life-forces from the hospital in Pax to the black globe. hands over the weapon and says that he had always thought Velid’s plan were too grandiose. nothing happens. gronkeys were trained to clean the black globe chamber. Such sightings were occurring all over New Starhome. Velid complains that Sendet assured him that to touch the globe was to die. Ace’s gronkey leaps at Terellion. Velid announces that the Doctor’s intelligence will be added to the pool of life forces within the globe. Velid ignores the interruption and the Doctor picks up the globe. the guards enter the room. but the Doctor restrains her. and anyway dangerous for humans. Now that he is president of the independent planet. such as that of Marna’s late husband. Olberan and Terellion are held at gunpoint while Velid gloats about his victory. ‘Here. such as Terellion’s for instance. and therefore have the potential to develop very quickly if given the right stimulus. The contraption crashes to the floor. Olberan picks up a blaster and points it at Velid. he says. are confused. Her gronkey leaps from her shoulders and swings from the hood above the globe. To Velid’s consternation. He tells the Doctor that he has never relied entirely on the globe’s power and has had agents strategically placed for years. Terellion and Olberan don’t understand: they know that the gronkeys are mere animals. On the screen. but the Doctor says that it’s just a ball. and why the tough off-worlder has proved to be such an ineffectual ally. he has an almost infinite supply of human intelligences with which to feed the black globe. deprived of the source of their extra strength.

Investigation usually reveals that the danger is far greater than was at first apparent. it should be noted that a DOCTOR WHO story is often more than just a science fiction adventure cum detective thriller. the Doctor and his companion arrive to find themselves in the middle of a nefarious scheme. It is set in the far future and includes some standard science-fiction themes such as grounded spaceships. for instance. DOCTOR WHO stories are often like puzzles: they have something of the detective story in them. it is not clear what the villainy is or who the villains are. as well as the reader. and telepathy. you will find that the players will become even more involved in their roles and in the plot if they believe that their characters are fighting a realistic injustice or a believable evil. As usual. The Doctor. has to find out what is going on. When you create your own DOCTOR WHO adventures using TIME LORD. The Doctor agrees that it was a remarkable coincidence. as well as science fiction. NOTES The Necromancers is intended to be a fairly typical example of a DOCTOR WHO story. 20 . but adds that even without his intervention the gronkeys were learning rapidly from humans and might well have proved to be a formidable obstacle to Velid’s one-party state. adopting the roles of the Doctor and his companions and allies. Depending on how it was written. Like the best science fiction stories. aliens. The Necromancers could contain a commentary on the evils of colonialism. They leave the spaceship and the Doctor’s point is demonstrated: the guards are returning to normal after the sudden removal of their augmented strength and everywhere across the clearing gronkeys have recovered the guards’ weapons and are rounding up the dazed youths. however. And as usual. will find themselves presented with inexplicable goings-on that will require investigation. as is even more likely. to that of his companion. a DOCTOR WHO story often has a cliff-hanger ending which is resolved by a combination of the Doctor’s remarkable abilities and his companions’ resourcefulness. but it does help to add an element of realism and significance to a story that might otherwise seem fanciful or trivial. its plot depends on the interaction of well-rounded characters rather than merely on futuristic technology. As in The Necromancers . Finally.DOCTOR WHO — TIME LORD Terellion says that it was just as well the Doctor arrived when he did. TIME LORD adventures will also show this form of construction: the players. foiling the villainy usually involves threats to the very life of the Doctor or. or on the corrupting influence of political power. A background theme of this nature is not essential. as well as perhaps a certain amount of brute force.

DOCTOR WHO — TIME LORD PART TWO Role-Playing: What It Is And How To Do It 21 .

When you reach the roof of the guardhouse. Have you enough time to follow the Kysarans into the tower. yet they remain open-ended: the decisions of the participants decide the course of events. the imminent explosion will finish him. So are adults who put on airs and pretend to be more genteel than they are. The ladder that snakes up the tower above you is obvious evidence of an intruder. improvisation and role-playing are usually supervised activities bounded by a definite purpose and by rigid guidelines. such as psychotherapy and management training. Peering through the battlements. You can already feel the thrill of victory: there is enough nitro-nine packed into this bomb to blow apart the top half of the tower. In order to understand the personality of the character he is representing. you lift yourself over the parapet. rescue the Doctor and get him clear before the blast occurs? You have to decide what to do. As you hang by your fingers. your feet flail in the air until they find the first rung of the rope ladder. You look at your watch: six minutes to detonation. A psychotherapist might ask a patient to imagine himself as someone else — his own father. The above examples are at the two extremes of a spectrum. His hands are manacled. as it is when an actor performs the dialogue and actions of a play. Lying flat on the slates you peek over the edge of the roof: two gigantic Kysarans. gladiators. When children pretend to be hunters. fighter pilots. Actors were almost certainly the first people to use role-playing techniques. jump to the ground and take shelter in the nearby ruins. As you prepare to jump down to the courtyard. and you have to decide now. The Doctor’s diversion has obviously failed: the Kysaran advance guard could send the landing signal to the main fleet at any moment. perhaps.DOCTOR WHO — TIME LORD Your fingers are trembling. he appears to be unconscious. just a few seconds’ delay. according to the script. Play-acting is unstructured and the rules of play are made up as the game progresses: children’s games of make-believe often degenerate into arguments. Without the transmitter. doctors and nurses. One final check: the canister is wedged securely against the control box of the transmitter and the timed detonator is functioning. the message ‘COUNTDOWN’ flashes on the LCD. This technique is widely used by actors today. Role-playing is semi-structured: the idea is to allow for spontaneity within a framework of rules. After one final check of the crampons digging into the crumbling stonework. Real acting. you start to descend. You flip open the compartment on the side of the black cylinder and press the buttons of the timer. by imagining his character in such situations. If the Doctor is taken to the upper levels of the tower. on the other hand. an actor imagines himself as the character in situations other than those that occur within the text of the play. hopes to project a fully rounded personality on stage. In these contexts it came to be known as role-playing. the Kysarans’ Termination Fleet will be unable to make landfall. two management trainees might be pitted against each other in a hypothetical setting. the character blusters when threatened. hoping that the Doctor will be kept in the lower part of the tower and will survive the explosion. they are play-acting. You press the red button. dramatic improvisation is useful in many other areas. you have just taken the first step in role-playing! A BRIEF HISTORY OF ROLE-PLAYING Role-playing lies between play-acting and real acting. you hear voices. Ten minutes should be plenty of time to reach the ground and take cover in the alleys of the ruined city. it is known as improvisation. In the twentieth century. with one playing the role of a personnel manager and the other that of a trade union official. but nothing can be done about it now. There is time — perhaps just enough time — to clamber up the ladder and stop the countdown. What would you do? Can you decide? You must decide! Have you decided what to do? You have? Congratulations. you breathe a sigh of relief. As the above examples demonstrate. so the transmitter has to be destroyed. is usually so structured that it is unchangeable. All of the role-playing explained so far involves an element of acting: the role-player moves and speaks in 22 . Perhaps you should continue with your plan. mums and dads. The Kysarans take him into the tower. and most drama students are taught it. how might he react if he were in mortal danger? And what would he do if the threat turned out to be only a practical joke? The actor. with one of the Indians refusing to be gunned down and accusations from the cowboys about cheats who don’t take their shots. You try to steady your racing heart and your whirling thoughts. Every second counts. you have to hope that no one spots it during the next few minutes. are marching across the flagstones towards the tower’s entrance directly below you. and you risk being blown to bits along with the tower. but just one slip. but you tell yourself it is only the effect of the biting wind that you can hear whistling through the battlements and the rigging of the aerial. Imagine yourself in this predicament. Biting your lip. If. anonymous in blood-red power armour. you see the courtyard below is deserted. Between them they are dragging a prisoner: the Doctor. Actors who put on costumes and pretend to be heroes or clowns are engaged in real acting.

one of the group acts as the supervisor. Role-playing games. villains and monsters. a private investigator or a modern infantryman. a hobbit in Middle-earth. To avoid chaotic disputes about who is permitted to do what. The first and best known game was Dungeons & Dragons . thinking himself into a role — for instance that of Hamlet. a sword-wielding warrior. They tend to reflect the genres of popular fiction or. The game reached Britain shortly after it appeared in the United States in the mid 1970s. quill in hand. Having created a wargame campaign in which massed battalions of model humans. who was an actor as well as a playwright. TIME LORD is a set of rules that enables a group of people to role-play the characters from the television series DOCTOR WHO: TIME LORD is the DOCTOR WHO role-playing game. there was no board. to a much lesser extent. and they create a story between them.DOCTOR WHO — TIME LORD character. Dungeons & Dragons was born. DOCTOR WHO. or even one of the Beatles in a short-lived product entitled Yellow Submarine. with more than a quarter of a century of television stories that provide a mass of background details and a wealth of characters. the other participants thinking themselves into the roles of the characters involved. uses exactly the same technique: Ace knows that if the bomb explodes the Doctor might die. television and films were an obvious source of inspiration for role-playing games and manufacturers were quick to produce tie-ins: a gamer can be a fictional spy in the game James Bond. It consisted of just three densely printed rule books. elves and goblins fought across a fantasy world. the military set pieces were being ignored in favour of small-scale adventures in which a band of individual characters would brave the dangers of subterranean labyrinths. putting himself into the personality of each of the characters in his plays without leaving his writing desk. He would have sat. and indeed any DOCTOR WHO scriptwriter. The earliest editions of this game revealed its origins as a cross between swords and sorcery fiction and wargaming with toy soldiers. sedentary exercise. Prince of Denmark — and then asked himself: what would Hamlet do when he realized that the funeral he was watching was that of his beloved Ophelia? Any novelist. after all. and their simplified offshoots of gamebooks and computer adventure games. soon. and it became a cult hobby among teenagers and young adults on both sides of the Atlantic. role-playing can be a silent. an unusual sort of game. generals and wizards who led the armies. real life. is the ideal subject for a role-playing game. 23 . Books. But as any writer of fiction knows. and no definite objective except to create an adventure. Other role-playing games soon followed. But its arrival coincided with a surge of interest in games of all types. each adopts a role. Commercially available role-playing games and the hobby of playing them have a relatively short history. no counters. the game’s inventors wanted more: they wanted to be able to play the game at an individual level. he usually uses a set of established rules to control the session. They invented rules that allowed each player to make decisions on behalf of the individual characters in the game. and by the mid 1980s the hobby of playing games had become ingrained throughout the English-speaking world. Role-playing has become popular as an entertaining pastime. Thus a gamer can play the role of an interstellar explorer. A group of friends gather together. and a story produced by the interactions of the decisions made by the characters. but unless the transmitter is destroyed the planet will be devastated — what would Ace do? To sum up. there are three elements in role-playing: a structure of rules and motivations that are supervised by one person. dwarfs. At first it interested only a very few people: it was. were and are dominant within the hobby. to give life to the individual heroes. a member of a starship crew in Star Trek. Many hundreds of role-playing games have been produced. It is possible to imagine Shakespeare.

they have a solid surface on which to rest their notes and to write. such as the one in Part Five. episodic epics. in theory. THE REFEREE AND THE PLAYERS The participants in a role-playing game are the referee and the players. DURATION OF A GAME A role-playing game need have no time limit. Other equipment may be introduced at the referee’s discretion. will be required. among them the participants’ need for sleep and sustenance. 24 . pens and paper that are required for every game. maps. and even models to help the players visualize the setting of the adventure. It is also difficult to gather the same players in the same place at the same time over and over again. will therefore be usual. If he uses a ready-made adventure. although the players will find it useful to have copies. and whether he should provide any equipment other than the dice. with the referee at the head of the table and slightly apart from the players. The referee. HOW A GAME IS PREPARED It is up to the referee to decide in advance how many players there will be. pens and dice.DOCTOR WHO — TIME LORD KEY CONCEPTS IN ROLE-PLAYING GAMES THE RULE BOOK In most proprietary games. NUMBER OF PLAYERS In theory there is no maximum limit on the number of players that can take part. It is easy for the referee to create a one-off adventure and find a group of players that can get together for one or two sessions of play. and they can all see the centre of the table. meanwhile. The referee has a considerable responsibility. Even when an adventure comes to an end. or he can use one of several types on sale in games shops. There are also space constraints on participants. One of the most useful playing aids is a set of floor plans. roughly how long it will last. but this takes time and requires considerable planning and some previous experience of the game. how difficult the adventure will be to complete successfully. no other special components are required. it provides background information and guidelines for creating adventures. where the referee may want to place diagrams. can see and hear all the players. unending. The function of a role-playing game rule book is twofold. interprets the rules and plays the roles of the villains. Once again there are practical constraints. if any. these can be drawn in advance by the referee. and it is all that is needed apart from two ordinary six-sided dice. and he will have to prepare the adventure in advance of a game session. it furnishes a set of rules to govern the success or failure of the actions attempted by the characters played by the other players. how long the game will last. inventive storyline. too) the only equipment required is a supply of paper. similar to one four-part DOCTOR WHO television story. a referee cannot be expected to come up with a continuous. he administers the game. EQUIPMENT The referee’s preparations and the imagination of the players are the most important extra components for a game of TIME LORD. Under this arrangement the players can talk easily to each other. for the use of the game’s supervisor (known in TIME LORD as the referee). he will find his task relatively simple: he will be told how many players the adventure is designed for. pencils and paper to start creating and playing new adventures. The players take on the roles of the major characters. Second. First. for ever. Apart from a copy of this book (which only the referee needs to have. although each adventure will probably be designed for a specific number or a set maximum number of players. such as the Doctor or one of his companions. because ideally all the players should be seated round the same table. the referee may choose to treat it as simply one episode in a longer story: the game can continue. each of whom controls one character. monsters and minor characters. It is more fun and more satisfying for the referee to create an adventure of his own. and what equipment. the book of rules is only one of many components: a role-playing game often consists of nothing but a book of rules. TIME LORD works best with one referee and three or four players. One-off adventures. which are used to provide a visual representation of the rooms and spaces in which the adventure takes place. quick-witted and resilient of referees. along the lines of those linked series of DOCTOR WHO stories that last for an entire television season. In any case there are practical difficulties: a game with more than half a dozen players will overload all but the most experienced. This book is the rule book for the DOCTOR WHO role-playing game. will be rare. The referee devises in advance the setting and basic plot of an adventure.

which are used to represent the players’ characters. although the players will no doubt make their own notes. while others are more like detective stories in which the players’ objective is to solve a mystery. Especially large groups can be catered for by bringing in irregularly appearing characters such as the Brigadier. and look forward to that relaxing holiday that the Doctor has promised them on Florana. usually one for each character in the adventure. and character sheets. He prepares any other equipment that he thinks will prove useful to himself or to the players — for instance maps. to both referee and players. Suitable groups are listed with the details of each Doctor in Part Four. A role-playing game is different: instead of competing. If not. CHARACTERS Character is the general term used to describe any role that the referee and players of TIME LORD assume during an adventure: the Doctor. TIME LORD. The information provided in this way should not. they can take satisfaction from a job well done. TIME LORD is about playing such aspects of a character to the full. The players do not oppose each other. He gathers together a supply a pens. and makes sure that all the players understand their characters’ abilities and the basic principle of the TIME LORD rules: beat the difference. describes the background of the characters. The referee describes the situation in which the players’ characters find themselves at the start of the adventure: the game begins as soon as the players respond by telling the referee how their characters react. TIME LORD adventures involve the players’ characters in solving mysteries. If the players fail. Finally. Metebelis 3 or the Eye of Orion. if they succeed. Captain Yates and Sergeant Benton. miniature figures of metal or plastic can be minor works of art and add immediacy to any game. When carefully painted. but in nearly all cases the key to success for the players is co-operation. sketches and maps. of course. exceed that which the players’ characters find out during the course of the game. Many role-playing games manage to combine the two aims. those adopted by the players are player characters. the players co-operate to explore the setting and overcome the obstacles created by the referee. the referee can provide maps and charts to help the players visualize the setting of the adventure and understand the relative locations of particular places. Floor plans and figures are particularly helpful. to a gaming session. models. It is suggested that players pick or are given companions who have travelled with the Doctor at the same time: a group of four players might choose to play Ian Chesterton. minor characters and monsters. does not encourage the players’ characters to take part in looting and pillaging. If the players are familiar with DOCTOR WHO and TIME LORD. Apart from the crucial business of keeping their characters alive and functioning. THE OBJECTIVE In most games the players compete with each other. HOW TO START PLAYING The referee devises an adventure or studies a ready-made adventure. their characters work as a team. A player will generally play either a generation of the Doctor or one of his companions — an ordinary person who has joined the Doctor on his travels. the referee explains how a role-playing game works. all are provided and managed by the referee. averting catastrophes and righting wrongs. scribbled quickly to clarify a particular question. Barbara Wright and Susan Foreman in addition to the first Doctor. for instance. He invites players. his companions and even enemies such as the Master and the Meddling Monk are all characters. the adventure can commence immediately. a group of two players might choose to play Jo Grant with the third Doctor. Such maps and charts can be as simple as a helpful scrawl. Those characters that are played by the referee are called referee characters. pictures. their characters may end up hurt or even dead. or as elaborate as facsimiles of the very maps that the characters retrieve from the TARDIS’s data store. paper and dice. The referee can also introduce characters he has created which a player can run during an adventure or even 25 . the game finishes when one of the players wins by eliminating all the other players.DOCTOR WHO — TIME LORD Miniature figures. can be placed on the floor plans to give an instant idea of the locations and relative positions of the characters and their opponents. All characters have beliefs and mannerisms that make them unique. when a skirmish takes place during an adventure. The villainous plot or imminent disaster. or by accumulating a predetermined amount of play money. Suitable figures can be found at specialist games shops. and the opposition is provided by the referee. the players’ objective in a role-playing game is usually one of two types: in some games the main objective is to collect booty and slaughter opponents. true to the spirit of DOCTOR WHO. and the savage monsters or power-hungry aliens. not about manipulating the numbers that are used to define his physical and mental prowess. Which characters are played depends on the adventure the referee has planned and on the number of players.

the Welsh girl Rachel — who had made motor bike maintenance a hobby — proved a useful ally to the Doctor. The player should not act in the way he would ordinarily react but in the way he imagines the character would respond. once they are on top of you. is a member of the Territorial Army might be tempted to have his character fight any alien that was encountered: such behaviour would be accurate if he were playing Sergeant Benton but would be out of character if he were playing Victoria or Nyssa. in Battlefield and teamed up with her to find out what was going on. for example. Such characters are ideal choices as new companions. made friends with a Chinese girl. Shou Yuing. Yet conflict between characters should not be overlooked as a source of enjoyment: teasing or outright personality clashes are very much a part of DOCTOR WHO. If the enemy is in strength. The most challenging way of providing players with balanced characters is to allow each player to assume an incarnation of the Doctor and to play an adventure like The Five Doctors or The Three Doctors. for example. There are some basic tips to ensure your survival in a hostile universe: dodge and run! Most characters can out pace their pursuers. In Delta and the Bannermen. so running away is always a good idea if the Daleks are still approaching. Companions often make temporary friends during an adventure and these referee characters can temporarily become player characters to ensure that anyone who wants to play TIME LORD can be assured of a role. so get involved only if you can get the advantages of surprise or numbers. TIME LORD is a game and is meant to be fun. There are some splendid examples of bad acting in the television series. so a player who cannot throw himself into a role is hardly setting a precedent — in fact he is making an accurate contribution to the adventure! Players should use the descriptions of their characters provided in Part Four to help them imagine how they should act in a given situation. Role-playing is like acting: some people are good at it and others are appalling. This is the essence of a role-playing game. especially those who are unfamiliar with role-playing. in the TIME LORD game they can easily join the Doctor on other adventures. The enjoyment should come as much from playing a character well as successfully completing an adventure. This solution is recommended only for experienced players: the Doctor’s mysterious nature and erratic genius makes him difficult to role-play well — having five Doctors around magnifies the problem tremendously! New players. should not be daunted by the character they are given. dodge everything unless you are very competent in close combat. surrender to buy thinking time. 26 . Characters should co-operate with each other most of the time because teamwork is vital to the successful completion of an adventure. Fighting is dangerous. A player who.DOCTOR WHO — TIME LORD carry on playing in future adventures. Ace.

or dance a reel. Artist 2. If you play Switchback twice. Cheat Death 1 Control: 4. however. you will appreciate how these different ability scores affect each character’s actions. you will need to consult these character sheets while you play Switchback. More significantly. Acute Hearing 2. You will need two dice. Musicianship (bagpipes) 1 Equipment: dirk (edged weapon. Alongside each illustration you will find a list of the character’s abilities. A few unavoidable simplifications. your character will be offered only a few options. The use of these numbers will be explained in the course of the game. In Switchback. Running 1 Knowledge: 4.DOCTOR WHO — TIME LORD SWITCHBACK A solitaire DOCTOR WHO adventure On the following pages you will find an excerpt from the DOCTOR WHO adventure Switchback. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. Marksmanship 1 Size: 3 Weight: 4 Move: 3. Brawling 2. The important thing to notice is that the two characters have different ability scores: Jamie has a higher Strength ability than Tegan. and Jamie. TARDIS 1 Determination: 5. HOW TO PLAY Before you start you should choose which character you want to play. The excerpt has been configured as a solo role-playing game: you will play the role of one of the Doctor’s companions. There will be only one player — you — and therefore you will not experience the complexities that arise in multi-player games. however. this extract from Switchback will introduce you to the concept of playing a character and to the basic rules of TIME LORD. for instance. Wounds 4) Make a note of this page number. 27 . Cheat Death 2 Control: 4. for instance. Wounds 4) Tegan Jovanka Abilities and special abilities Strength: 3. or pretend to faint. because there is no human referee to respond to the potential variety of your character’s behaviour. Marksmanship 2. Within these limitations. In a real game with a human referee. Printed here are summaries of the character sheets of two of the Doctor’s companions: Tegan. First Aid 1. there is no referee: the book controls the game. Driving 1. Full details of these characters are given in Part Four on pages 84 and 76 respectively. or run away. the Australian air hostess. Striking Appearance 2 Equipment: laser cutter (counts as edged weapon. Each ability has a numerical value. Edged Weapons 2. once as Jamie and then as Tegan. the possible actions of your character are almost infinite: if you were role-playing Jamie. Mountaineering 2 Size: 4 Weight: 4 Move: 3. Independent Spirit 1 Awareness: 3. you will gain a good idea of how a game of TIME LORD progresses. As you play it. Con 1. which also have numerical values. or play the bagpipes. Next to some of the abilities you will see special abilities. you might decide that Jamie would attack. Acute Hearing 1. have been made. too. but Tegan has a higher Knowledge ability. Jamie McCrimmon Abilities and special abilities Strength: 5. This Switchback excerpt has been adapted to use the TIME LORD game rules. and Jamie were to meet an unfriendly monster. paper and a pen will be useful. providing you with information about your character’s situation and prompting you to decide what your character should do. the Highland piper. or anything else that you decide Jamie might do.

Subtract your Strength from 6. You must do something. The Doctor has tried without success to make his craft take off again. You have wandered into a Drekkar control box: the device is attempting to overcome your will and make you subservient. If you have the TARDIS special ability. A shutter descends behind you. Roll two dice. and you wait for the cubicle to start moving upwards or downwards. among other things. inert and unconscious. if you failed. Instead. a Drekkar’s Determination is lower than a human’s. This value is known as the difference: Difficulty minus Ability (including special ability if applicable) equals Difference Now you must try to beat the difference (Jamie needs to beat a difference of 3 to succeed. add that number to your Knowledge to determine your total ability in this case. he will be stranded and you will be adrift in time and space. weaving and dodging as you move. with a view to attacking it later. leaving you in the TARDIS control room with strict instructions to wait until he returns. turn to Module 13. think yourself into your chosen role. Now back to the adventure: if you managed to stop the time rotor. if you are playing Tegan. The time rotor is moving — the TARDIS is about to take off! If it dematerializes without the Doctor on board. You have taken 6 Wounds. If the result is greater than the difference. You eyes are not deceiving you. Subtract the lower number from the higher. your ability to operate the TARDIS should be 3 if you are playing Jamie. The blaster inflicts 6 Wounds. Your Move is 3 and the Drekkar is about three metres away (a difficulty of 1). If the result is equal to or less than the difference. Roll two dice. You lie there. you fail to recover. you should have worked out that your ability is 5. turn to Module 14. your Knowledge on its own is your ability score. Turn to Module 1. raucous grinding sound. If the result is greater than the difference. your body tries to recover. In time. Fortunately. Module 4 The darkness is almost absolute. you fail. Just so you know whether you are right. you regain consciousness and. and you have just learned how to use it. if not. which is greater than your Strength ability: you are unable to withstand the assault on your nervous system and are thrown to the floor. you wander into the darkness. It has an Determination ability of 1. you stare at the bewildering array of flashing lights. Subtract your ability score from the difficulty (6) of the task you are attempting. the light starts to pulsate. rather than see. there is light ahead. but you are powerless to avoid it. If you would rather advance on it cautiously. You sense. You must try to work out how to switch off the dematerialization sequence. Module 1 The Doctor has been absent for about half an hour and you are becoming very bored. so you can reach it. he has gone to explore outside. Using even a simple control requires some skill and knowledge. your understanding of technology. The result is the difference that you have to beat in order to recover. If the result is equal to or less than the difference. Module 3 Your weapon is suitable for use only in close combat. Whether or not you succeeded in turning off the time rotor. Module 2 You can see the pulse of energy expanding from the Drekkar’s blaster. Your Knowledge represents. read The Story So Far and follow the written instructions. The viewing screen reveals nothing except darkness. A ball of fire seems to engulf you. you manage to switch off the time rotor. turn to Module 5. turn to Module 4. you become aware of a regular droning noise. that you have wandered into a maze of corridors. The TARDIS consists of very advanced technology.DOCTOR WHO — TIME LORD Now choose your character. You step into it without hesitation. Good luck! THE STORY SO FAR The TARDIS has stopped moving. which with its Hypnotize special 28 . although the Doctor has been unable to understand the sensor readings. turn the page. give yourself a pat on the back: beat the difference is the single most important concept in the TIME LORD rules. Rushing over to the central console. Tegan must beat a difference of 1). with an aching head and shaking limbs. Subtract the lowest number from the highest. He has decided that he has to find out where the TARDIS has landed. turn to Module 7. With your hands outstretched you stumble towards the dimmest hint of light. so you will have to close with the Drekkar before you can attack it. You turn a corner and see an illuminated cubicle that looks something like a lift. Suddenly you hear a noise: a familiar. It seems to have materialized somewhere. much to the Doctor’s surprise. What is your Knowledge? Look it up on your character sheet. If you decide to hurl yourself at the creature and attack it. and the control box cannot automatically control you in the way that it controls a Drekkar. Every task in TIME LORD is given a difficulty: stopping the dematerialization sequence has a difficulty of 6. turn to Module 11.

the Drekkar’s shot misses you. The Drekkar topples slowly and silently. Turn to Module 19. This task has a difficulty of 5. It approaches slowly and you can make out the shape of a tall. so its total ability is its Control of 3 plus its Marksmanship special ability of 1: a total of 4. only to find that the outside world is darker than the interior of the TARDIS. suggesting that you are in a cavernous void. If the result is greater than the difference. Roll two dice on behalf of the control box. Suddenly you remember that the TARDIS cannot dematerialize if its doors are open. turn to Module 6. on behalf of the Drekkar. The floor sounds as if it is made of metal. If the result is equal to or less than the difference. metal skin (counts as Armour 5) 29 . you cannot make the door budge.DOCTOR WHO — TIME LORD ability of 2 gives it a total ability of 3 when attempting to control you. turn to Module 10. and the lights fade as every other circuit in the TARDIS seizes up in sympathy. The time rotor accelerates relentlessly. and subtract the lowest number from the highest. the Drekkar hits you. Wounds 6). The Drekkar tries to shoot you: the difficulty of this task is your Size plus your Control plus the difficulty arising from the range. Turn to Module 4. which in this case is 1. the difference is zero (5 minus 5 equals 0). The longer you gaze at the winking displays. Subtract your Strength from the difficulty of 5 to produce the difference that you have to beat. try to beat the difference. Your Determination is higher than 3. Marksmanship 1 Size: 2 Move: 2 Determination: 2 Equipment: blaster (ranged weapon. but only a little. Subtract the lowest number from the highest. Opening the door will be a real test of your strength. destined to patrol the dark corridors of this hijacked interstellar colony ship — until and unless you are rescued by the Doctor. Your footsteps echo faintly. Roll two dice. The TARDIS is obviously on the point of dematerializing. Module 8 The Drekkar is less impressive than it looks. Make a note of these abilities: Drekkar Abilities and special abilities Strength: 2 Control: 3. you manage to push the door open. Look up your Strength score on your character sheet. You do not wait to find out how quickly it recovers: you run into the darkness. If the result is greater than the difference. Module 5 You simply cannot work out how to shut down the dematerialization sequence. metal-encased humanoid. Subtract 3 from your Determination: the result is the Difference that the control box has to beat. the more confused you become. It moves. but you still have to try to beat it and there is still a chance that you might fail. Roll two dice. The Drekkar has stopped moving. Module 6 You cannot resist the power of the control box. Behind you. Module 7 You zigzag towards the Drekkar. You will find out later — perhaps — that the creature is known as a Drekkar. If the result is equal to or less than the difference. Module 9 You throw yourself through the door. the time rotor slows and stops. trying to prevent it taking aim at you. You run to the side of the room and throw yourself at one of the huge doors. Turn to Module 9. If the result is greater than the difference. so the control box has to beat the difference to subjugate you. then a light appears in the distance. lumbering. Subtract this figure from the difficulty to find the difference that the Drekkar has to beat. Make a note of this value. Turn to Module 18. It has a Strength of only 2. You feel your willpower dwindling and shrivelling while your mind is filled with comforting thoughts of order and obedience. You become a brainless slave. the occurrence of which is beyond the scope of this small solo game. and therefore one successful blow from your weapon (which inflicts more Wounds than the Drekkar’s Strength) is enough to disable the large creature. You can see nothing at all at first. Now. landing with a crash on the metal floor. Consult your character sheet and calculate this difficulty. If your Strength ability score is 5. turn to Module 12. Subtract the lowest number from the highest. You squeeze through the half-open door. if the result is equal to or less than the difference. turn to Module 2.

As the mental pressure recedes. it lifts some sort of gun and points it at you. Turn to Module 15. your sigh of relief turns to an exclamation of alarm. Module 11 You hurl yourself towards the Drekkar without thinking about dodging. but your weapon inflicts only 4 Wounds — less than 30 . Subtract this from the difficulty to produce the difference that the Drekkar has to beat to hit you. you throw the door switch before all the power disappears and the doors inch open. When the Drekkar is about three metres away from you. ‘What kept you? I’ve been trapped inside this mental imposition machine for at least ten minutes. You feel your way through the darkness to the door. and that’s ten minutes too long as far as I’m concerned.DOCTOR WHO — TIME LORD You call out a greeting. He sounds distinctly peevish. but you know you cannot repair it by yourself. the Drekkar misses and you get your turn to attack. but you remain unconvinced. there is always the possibility that the referee would arrange for someone — the Doctor. for you have taken your character out of the erratically behaving TARDIS. but you can take no further part in this adventure. the Drekkar’s shot hits you. turn to Module 15. turn to Module 2. encountered a Drekkar guard and successfully thrown off the effects of a mind-controlling machine. of your target which in this case is 2. however. however. The weapon jerks upward in the creature’s claw. turn to Module 4. Module 15 You try to strike the Drekkar. but Jamie’s Edged Weapons special ability will add 2 to his total ability because he is using his dirk. but even as you charge you see a spurt of light from the muzzle of its weapon. You have only two choices: run (turn to Module 16) or attack (turn to Module 3).’ Reuniting the Doctor’s mind and body is a task that takes us beyond the confines of this brief game. You have to find the Doctor. If you decide to attack. Your total ability is your Control plus any relevant special ability if you have one. In a full game of TIME LORD you would be given further opportunities to try to recover and. so there is no difference to beat: you automatically hit the Drekkar. find my body. Turn to Module 9. Module 12 Persuasive images of order and obedience to a higher cause batter your brain. and you are close enough now to hear its muted curse. of course. but can you penetrate the Drekkar’s armour-plating? The Drekkar’s metal casing has a protection value of 5. The control box is unable to overwhelm your will. If the result is higher than the difference. Module 13 Your fingers stab uncertainly at the controls. The damage you inflict is equal to the Wounds rating of your weapon. If you carry on running past the Drekkar and into the darkness. a total of 4. Module 10 A bolt of blue energy from the Drekkar’s blaster flashes past your head. calculate this difficulty. but there is no reply. as a Drekkar is quite large. Module 14 Your attempt to recover from your wounds has failed. (Tegan’s Marksmanship special ability will not help her to use a laser cutter. ‘There you are last!’ says the Doctor’s unmistakable voice. Roll two dice on the Drekkar’s behalf.) Your total ability is greater than the Difficulty. at least for the time being. Every circuit in the TARDIS is failing. Now run along. and make a note of it. or relative smallness. you become aware of a familiar voice intruding into your mind. Just in time. You hold your breath: the time rotor begins to slow. You have no idea what is wrong with the TARDIS. the Drekkar. And do hurry up about it. If the result is equal to or less than the difference. Turn to Module 19. Turn to Module 19. As it stops. This is a basic combat situation and the difficulty of your task is calculated very easily: the difficulty is the Size. The Drekkar’s total ability in this situation is its Control of 3 plus its Marksmanship special ability of 1. You can seize your chance to attack it or to run clear. Subtract the lowest number from the highest. The lights are fading fast. Consult your character sheet. You would probably survive. a passerby — to give you medical attention. Congratulations are in order. You present quite an easy target for the creature: the difficulty of its task is your Size plus the difficulty of shooting at the distance between it and you (1). and put my mind back into it.

the Drekkar’s shot has struck you. Will you try to dodge the next pulse of energy (turn to Module 7). If the result is equal to or less than the difference. Now let’s plunge into Part Three. Roll the dice and subtract the lowest number from the highest. But don’t start rushing to design your own adventures just yet. Part Three and Part Four of this book will provide you with a wealth of further information about the game and about the DOCTOR WHO universe. Eventually the time rotor slows to a stop. the relevant ability of your character and therefore the difference you would have to beat. It merely continues to bring its blaster to bear on you. Go back to the beginning and try again! Module 19 We have to leave Switchback at this point: if we printed the entire adventure there would be no room for anything else in the book. A NOTE FOR PROSPECTIVE REFEREES By now you know the basic concepts behind TIME LORD. for the moment. whether you are playing Jamie or Tegan. the referee would know the difficulty of each task your character might attempt. minus the difficulty caused by its movement (1) — a total of 3. and then you should study Part Five. You will need a thorough understanding of Part Three and Part Four of this book. many examples of the effects of different abilities on the balance of play. Roll two dice. which is full of information for referees. close combat and ranged combat. The Drekkar’s total ability is its Control of 3 plus its Marksmanship special ability of 1. You find yourself staring into the smoking muzzle of the energy weapon. and you know the TARDIS has come to rest. turn to Module 2. The Drekkar has to beat this difficulty of 3 to hit you. Your Move ability is 3 and in this situation your Running special ability of 1 also proves very useful! You can easily outdistance the Drekkar. this adventure is at an end. however. you will find that you learn a great deal about the mechanics of playing TIME LORD. If the result is greater than the difference. you should now be ready to play a character in a game of TIME LORD if you have read and understood everything up to this point. Don’t be put off by the number of calculations you have to do during Switchback: this is a solo game and you have to do the work of both player and referee. 31 . turn to Module 4. and frequent use of the basic rule of TIME LORD: beat the difference. recovery from wounds. The result is the difficulty of the Drekkar’s task in hitting you. which is a detailed exposition of the TIME LORD rules. Module 17 No emotion shows in the Drekkar’s face as your weapon skids uselessly across the metallic plates of the creature’s armour. Module 16 The Drekkar has a Move ability of only 2. the use of an ability to resist a mental attack. turn to Module 8. Add your Size to the difficulty of firing at the distance between the Drekkar and you (now 2). Otherwise the pulse of blue energy crackles harmlessly past you. This small extract from an adventure includes: the use of an ability to attempt a simple task. using first one character and then the other. much of which will be very useful to you as a player. If the result is greater than the difference. your weapon slides harmlessly across the creature’s armour. You will just have to hope that the Doctor finds some way of rescuing you. Subtract your weapon’s Wounds from the Drekkar’s Armour of 5. turn to Module 17. All you would have to do is to roll two dice! A NOTE FOR BEGINNERS Even if you had never heard of DOCTOR WHO and role-playing games until you started reading this book. But you could be anywhere in time and space. your blow penetrates the Drekkar’s Armour. The result (1) is the difference that you have to beat. If you were playing the character of Tegan or Jamie in a real game.DOCTOR WHO — TIME LORD the Drekkar’s Armour. but as it lumbers after you it takes a shot at you with its blaster. Subtract this total from the difficulty to produce the difference — the answer should be 3. But if you play through this solo game a few times. Subtract the lowest number from the highest. or will you throw yourself into combat against the Drekkar in another frontal attack (turn to Module 11)? Module 18 You are trapped in the TARDIS and you cannot prevent it from dematerializing.


They are confronted by a chasm that the Doctor has clearly jumped. If the rules say special ability. the worst result is 0. It is the referee who needs to have a more thorough grounding in the system. Unlike most other games. It is important to understand what is meant by abilities. USING DICE Role-playing games can be complicated affairs. Rules in subsequent chapters can be skimmed by players to glean some knowledge of the game’s workings. The lowest number rolled is subtracted from the highest. because their values are added to the appropriate common abilities instead of being used on their own. using many-sided dice in different ways to determine the outcome of events. TIME LORD. A character whose ability is greater than the difficulty automatically succeeds. The result of rolling 1 and 6 is 5. Determination and Awareness. or have it explained to them by someone who knows the rules. typically from 1 to 6. Experienced role-players will probably find that much of the structure of the game is familiar to them. the referee needs to set aside time to read the rules at least once. They indicate what he can or cannot do in terms of TIME LORD’s rules. Control. It is possible. He fails if the result is less than or equal to the difference. the referee will often ask players to roll the dice to determine whether their characters’ actions succeed or fail. who has sprinted off ahead of them across rough terrain. it means the dice must be rolled to beat the difference between the character’s ability and the difficulty of the task he is attempting. Players. the result of rolling 3 and 4 is 1. does not know the difficulty he has to beat and rolling the dice introduces an element of doubt. however. enhances a character’s Control in combat and First Aid enhances a character’s Knowledge when trying to heal an injured person. Tegan and Nyssa are trying to catch up with the Doctor. how distance and movement affect game play. and his player does not have to roll the dice. in which case they should feel free to play after only skimming the rules. how to use the dice. and this value is known as the result. for example. but Nyssa is finding it tough going in her Traken court shoes. There is a chance that the character may fail because he is attempting something that is beyond his ability. In most cases. In the course of the game. only the referee knows the difficulty and therefore the difference that must be beaten. where 1 indicates a low aptitude for the subject and 6 indicates a high aptitude. it is one of the eight abilities that are common to all characters: Strength. so this chapter is still recommended reading! ABILITIES Abilities simply represent a character’s physical or mental capabilities. however. where the numbers on the dice are added together. He succeeds — in effect he beats the difference — if the result on the dice is greater than the difference between his ability and the difficulty. however. usually 1 or 2. Weight. He compares the numerical value of the character’s ability with the difficulty and makes a note of the difference. Each of a character’s abilities is assigned a numerical value. TIME LORD uses the difference between the numbers. and Tegan’s player decides they have to jump it to follow him. Whatever the character is doing is well within his ability to accomplish. Knowledge. judging from the scuff marks in the soil on both sides. TIME LORD uses total ability to indicate that the sum of a common ability and an appropriate special ability should be used. Whenever the rules ask a player to beat the difference. aim to make the game as simple as possible: only two sixsided dice — the type that can be found in a game of Monopoly or Risk — are used. however. Tegan is coping admirably in her flat-soled air-stewardess’s shoes. Special abilities typically have low values. that the referee may tell him to roll the dice just for dramatic effect: the player. 33 . Move. The best result is 5. only the value of the special ability on its own should be used: the value of the common ability is not added. BEAT THE DIFFERENCE The dice always have to be rolled if the character’s ability is equal to or less than the difficulty. does differ from many games in that the dice do not always have to be rolled to determine whether a character’s actions succeed or fail. A special ability is an ability that enhances one of these eight common abilities: Marksmanship. Both dice are always rolled together and the result is always determined the same way.DOCTOR WHO — TIME LORD BASIC CONCEPTS TIME LORD is a simple yet sophisticated game that has a few basic mechanisms on which the rules rely. He decides how difficult it is to succeed and assigns a numerical value from 0 to 10 as the difficulty. The rules of TIME LORD. players should trust his judgment. To make it clear which value should be used. Players and the referee should read this chapter carefully. Size. His player rolls the dice with the aim of beating the difference between the difficulty and the character’s ability. Where TIME LORD refers to a common ability. after all. and how to take turns before trying to learn the rest of the rules. can largely make do with knowing only the few rules in this chapter. the result is 0 if a double 6 is rolled.

however. Figure 1 Figure 2 Barbara Ian Barbara Dalek Ian Daleks Figure 1: Eleven square notelets have been laid down in staggered lines to start a chase scene. just as one square on the board can contain a number of playing pieces. all the plan has to do is allow players to envisage where they are. This is especially so if the characters get involved in a fight. for example. Characters can move from one area to another during their turns: some characters may be able to move further than others depending on their abilities. can be placed on the plan to show indicate the position of each character and enemies such as Daleks. Counters. Objects in the same area. The distance to an object or a person in areas affects the difficulty when a character tries to use certain abilities. most areas will be about 3 metres by 3 metres — enough space for five or so people to move about and exist comfortably in. The ideal ones are made of metal and are 25mm to 30mm high. The referee should sketch a bird’s-eye view of the characters’ surroundings.DOCTOR WHO — TIME LORD The referee has allocated a difficulty of 4 to the jump across the chasm. are at a range of 0. Tegan’s player has to beat a difference of 0 for his character to make the jump. When the referee draws up a plan of a location for the players he should divide it into areas. and leaps. Ian is at a range of two areas from the Dalek. benches or trees. takes them off. DISTANCES TIME LORD uses neither metres nor yards to determine the distance between objects or the distance that characters can travel in a certain time. Ludo counters or coloured pieces of cardboard. but Nyssa’s player needs to beat a difference of 1. more could be added to allow Ian and Barbara to run in any direction from the Daleks. More notelets can easily be added to a location to maintain a sense of distance. especially if the characters are running across countryside. Both characters have Control 4. and is used in combat to modify the chances of hitting someone with a gun or blaster. such as plastic tiddlywinks. This distance is the range. however. Sometimes. and mark on key objects such as the TARDIS. Barbara is at a range of four areas from the Daleks. and has decided the relevant ability to use is Control. Areas do not have a fixed size or shape: the referee decides how big they are and can even choose to have areas of widely differing sizes and shapes. it helps to have a visual representation of the action so that everyone knows where everyone else is and does not feel unfairly treated because they cannot see what is going on. The notelets should be arranged so that each row of squares is staggered. not including the area that the first one is in. objects in adjacent areas are at a range of 1. An area purely indicates a tactically important space. Each square represents one area and in play is formed by using a square telephone notelet — or a beer mat! Barbara is at a range of one area from the Dalek. which he makes 5 in Nyssa’s case because he knows she is wearing unsuitable shoes. A nine-area location. they contain lead and are not recommended for small children. Figure 2: Areas. It also affects the chance of spotting something or someone concealed in an area. could be represented by nine notelets arranged in the right shape. whether it is outdoors or indoors. Range is measured as the distance from one object to another. however. An area is best thought of as being similar to a square on the board of a game such as Monopoly or Risk. Instead of drawing up a plan. The referee lowers the difficulty to 4. referees and players may find it more convenient to represent a location using a number of tear-off square notelets. so Nyssa’s player now needs to beat a difference of only 0. The area just groups characters together to indicate the proximity of one to another. Miniature figurines can be used instead of counters — there is a wide selection of different types and makes available from specialist games shops. Ian is at a range of two areas from the Daleks. In buildings. such as those about 10cm square used for telephone messages. Special features such as furniture or trees can simply be drawn on the notelets. Nyssa’s player decides that it is foolish to try the jump in shoes. One area can contain a number of characters. Distance in TIME LORD is measured in areas. COUNTERS AND FIGURES Role-playing games such as TIME LORD do not have boards and can be completely played out in the imaginations of the players and referee. therefore. After Tegan successfully leaps the chasm by rolling a 3 and a 1 to get a difference of 2. The scale does not have to be accurate. 34 . tables.

Each area of easy terrain has a difficulty of 1. A character’s Move. Obstructed terrain has a difficulty of 2 an area and includes jungle. An action turn represents the passing of only a few seconds — the exact amount of time is not important because any activities that take place in action turns are quickly resolved. scree and the rough. On ordinary. where progress is likely to be slow. such as scientific research or clearing away the rubble from rockfalls and cave-ins. Easy terrain includes open flat ground such as parkland. however. The effects of terrain are always cumulative. shingle beaches and bracken-covered or gorse-covered moorland. Most humans have Move 3. In TIME LORD. a character who wishes to move three areas faces a difficulty of 3. Each research turn represents 15 minutes of real time. A character who wishes to move a number of areas equal to or greater than his Move ability must beat the difference between the cumulative difficulty of the terrain and his Move. If the player fails to beat the difference. Move works the same as any other ability. loose sand. however. and needs to regulate characters’ actions so that the players and the referee know what happens and when it happens: TIME LORD does this by using turns. Areas of terrain with a difficulty of 3 are rare. is not the number of areas he can move: it is purely his ability to cover distance. A character with the Driving special ability adds his Driving to the Move of. TERRAIN Not every piece of ground is easy going: long grass. a turn is used to determine what all the players can do in the same amount of time. A character who travelled across two areas of even ground (difficulty 1) and one area of scree (difficulty 2) would face a total difficulty of 4 to get into the scree-strewn area. stony ground of a typical chalk pit all increase the difficulty of moving. such as strong underwater currents or virtually impassable terrain. Daleks. but this requires phenomenal amounts of energy and is accomplished only slowly. roads. Such a character may still have an action in that turn. say. There are two types of turn: the action turn and the research turn. Research turns mark the progress of time during an adventure. Difficulties as high as this are usually assigned by the referee to represent extraordinary situations. mud. floors in buildings and open woodland. A character who wishes to move from one area to an adjacent area faces a difficulty of 1. A character with Move 3 and Driving 1 would have Move 6 if he drove a Move 5 vehicle. Their actions and reactions to other people. however. a car or motorbike to travel further than normal. but is assumed to have stumbled or tripped in his effort to move faster. A character with Move 3 who wished to travel five areas would have to beat a difference of 2 to succeed. In this way. The character may not have another action whether he succeeds or fails in his attempt to move further than normal. water. stairs are only a minor handicap to the Doctor and his companions. pavements. although it may take more or less time than that to resolve the actions which take place during such a turn. hills. each area presents a difficulty of 1 to the character’s movement. Conventional boardgames usually use a turn to limit what one person can do. such as shooting a gun or evading an attack. If a character uses such a special ability it counts as his action for the turn. The difficulties given for terrain are only guidelines. He still moves in the direction he intended. is regulated by research turns. for example. play then passes on to the next person. Some of these special abilities are added not to the character’s move but to the Move of a vehicle. because some characters may find certain types of terrain more difficult than others. TURNS Even a small group of people can cause an immense amount of confusion in real life if all of them decide to do something different at the same time. TIME LORD is a game. It follows that any character can move a number of areas less than his Move in a turn: a character with Move 3 can move up to two areas.DOCTOR WHO — TIME LORD MOVEMENT The distance that a character can cover in one turn depends on his Move ability. his character moves only the number of areas he could ordinarily travel without needing to roll the dice. Each area that a character moves presents a cumulative difficulty. work themselves out without anyone having to tell the participants what they can or cannot do. overgrown woodland. He would need to roll a difference of 3 or more on the dice. A character may have special abilities that enhance his Move ability. can levitate up or down stairs. although the First Doctor has Move 2 to account for the limitations of that particular generation. flat ground such as short grass or indoors. This counts as the character’s action for the turn. Action turns are used to regulate hectic action such as combat or chases where the second to second decisions of the players and their opponents quickly change the situation. Most companions have the special ability of Running — most of them have plenty of opportunities to practise this skill in their adventures with the Doctor. Work that takes a long time to accomplish. 35 .

Their characters’ actions are predominantly of the moment. 36 . It is the referee who uses research turns to mark the players’ progress through an adventure and to determine when events happen. Running or Science. one who wishes to analyse a plague virus uses his Science ability. ACTIONS Each character can in general use only one ability during a turn. The players say what they want to do in a turn and the referee works out what this means in terms of actions. There is no set order of events in a turn. It may be that the referee has to rule it is impossible for a character to achieve all that his player wants him to do in one turn. A character who wants to shoot someone uses his Control or Marksmanship abilities. Each player says what he wants his character to do when asked by the referee. Marksmanship. Most of the time it is possible to express what a player wants to do as the use of one of his character’s abilities.DOCTOR WHO — TIME LORD Players will usually only be aware of action turns during the game. such as Control. The referee decides when one turn ends and the next one begins. In this way it is possible for characters to close on an enemy and attack. Movement is an exception to the number of abilities that can be used in one turn. such as the time that a bomb is due to go off or the point at which invasion fleet of an alien menace arrives. the results are worked out and then applied simultaneously. It is possible for a character to travel a limited distance — less than his Move ability in areas — and still use another ability. and the use of such an ability is called an action. or even to flee from an enemy before firing.

A character from the future. SIZE Size indicates a character’s height and build. A small or lightly built human would have a Weight of 3. If the Doctor has to analyse the weakness of an enemy so that he 37 . Strength is the ability used to determine whether poisons take effect. WEIGHT Weight is a measure of the mass of a character. they are also a measure of his resistance to another character’s abilities. Particularly old or feeble characters may have a low Move to represent their frailty. with six being the best. Strength determines the length of time for which a character could keep running while pursued by an enemy as well as how long he could hold his breath under water. Small adults and children. These rates of movement. would find it harder to pass through the narrow openings that small or slightly built companions such as Jo Grant and Ace could wriggle through. A character with high Knowledge would typically come from a point in Earth’s future. The ability is mainly used to determine how easy it is to hit a character. Determination and Awareness. It is important to understand that the bigger a character’s Size ability. each value represents a broad range of mass. however. say Size 2 or 3. MOVE Move is the character’s ability to cover distance and is determined by the character’s species. Each ability has a numerical value of one to six. The ability is not measured in pounds or kilograms. Weight and Move. It is his ability to lift and push objects as well as to withstand injury and to damage opponents in hand to hand combat. might indicate a character from a primitive background such as medieval Europe or even Roman times. Low Knowledge. The ability determines how accurate the character is at firing guns or striking with his fist or a melee weapon. his powers of deduction and so on. such as the twenty-first century. are Size 4. It represents suppleness. hand to eye co-ordination and whether the character is clumsy or articulate. The ability is as much a guide to fitness as it is power. Control. as does a Cyberman. it also determines his defence against attacks from opponents. STRENGTH Strength is the character’s muscular power. KNOWLEDGE Knowledge is a character’s ability to recall and understand information and to make sense of science and technology.DOCTOR WHO — TIME LORD ABILITIES What a character can or cannot do in TIME LORD is determined by the abilities that define his physical and mental powers. and the mental abilities of Knowledge. An animal such as a horse has a Move of 4. a human mounted on a horse would therefore be able to travel at the horse’s rate rather than his slower speed. are slow. a heavily built human would have a Weight of 5. the smaller he is: Size is just a measure of relative smallness. is a savage yet is descended from technologically minded ancestors. Big people. a large adult would be Size 3. A human has a Move of 3. Size. When the Doctor explains a complicated scientific principle it is the character’s Knowledge ability that determines whether he understands the concept. By default. for example. The ability is also a measure of a character’s endurance. need not have a high Knowledge because a character could come from a regressive background: the Doctor’s companion Leela. and how quickly the character recovers consciousness or heals once he is wounded. both species move at about the same speed. where the Size of the opening is the difficulty of squeezing through. however. the rules assume that most targets are the same size as an average person: Size 3. Most human characters have a Weight of 4. Eight abilities are common to all characters: the physical abilities of Strength. The ability is typically used to determine whether a character can crawl through ventilation shafts or narrow openings. for example. All objects also have Weight abilities which determines how easy they are to pick up or carry. his agility. It determines how easy it is to physically pick up the character and whether the character will fall through fragile floors or set off weight-sensitive traps. so a character can be short and fat or tall and thin yet still have the same Weight. Abilities not only indicate what a character can do. Abilities represent a character’s muscular power and toughness. The ability roughly indicates the type of civilization that a character comes from because it summarizes the experience a typical person from a particular time and place might be expected to have. however. for example. Control is the ability used when a character has to leap chasms or climb trees or mountains. CONTROL Control is the measure of a character’s agility.

for example. When a character is searching for a hidden opening mechanism for a door or is trying to identify whether a group of people in the distance includes friends or enemies. or they can be unusual natural talents. a skill which relies upon his ability to interpret their mood and upon his communicative skills.DOCTOR WHO — TIME LORD can develop a gadget to exploit it. Jo Grant is locked in a room which has a high window. AWARENESS Awareness is a character’s ability to react to his environment. Each one is a specialization of one of the eight basic abilities. Knowledge also provides inspired insight: when the characters have done everything they believe is necessary to overcome an enemy and the referee knows there is something they have missed. It represents the character’s senses and his ability to communicate. his Knowledge determines how long it takes him to solve the problem. it is a character’s Determination that enables him to resist being hypnotized or to remain unmoved by the Master’s entreaties. He succeeds if the difference between the numbers rolled on the dice is greater than the difference between the difficulty and the character’s ability. Knowledge also is a character’s ability to believe or disbelieve in the improbable. it is the character’s Awareness that decides if he succeeds or fails. and the player must roll the dice to determine whether the character succeeds or fails. Anyone who enters the TARDIS for the first time will find their Knowledge tested. Even by moving furniture she cannot quite reach the sill. All abilities give the players information that can be used to develop the personalities of characters. The referee decides which of a character’s abilities is appropriate to a challenge and also how hard it is to accomplish: this is the difficulty. High Awareness is also a characteristic of streettraders — people who are used to haggling about the prices of goods. The appropriate ability for this challenge is Control and the referee 38 . increases a character’s Control when he fires a gun. it is Knowledge that gives the characters a chance of remembering or thinking of such details. Indomitable Will is added to the a character’s Determination to resist attempts at hypnotizing him. so she decides to jump up to get a hand hold. If a character encounters a hideous creature. Whatever the nature of the challenge. Determination is also the ability used to resist mind-controlling machines or to engage in psychic conflict. The character fails and must suffer the consequences if the difference rolled on the dice is less than or equal to the difference between the difficulty and the character’s ability. When facing the Master. for example. The ability of Marksmanship. this chance of success or failure depends upon his abilities. The character automatically succeeds if his ability is greater than the difficulty: the challenge is judged to be easily within his ability. someone who habitually carries lots of junk in his pockets might have the ability of Resourceful Pockets. sports and work. the value of a special ability is rarely used by itself. Determination is used to decide whether a character is influenced by the words or actions of another character. Great orators and diplomats would have high Awareness. called special abilities. Marksmanship. Determination is the ability that decides whether the character faces it bravely or is terrified by its presence. would be appropriate for a character whose hobby is rifle-shooting or who had been in the army. whether by speaking or through writing or art. a character has a chance of succeeding or failing in the attempt. It represents his ability to stick at something despite adversity. These special abilities typically have a value of 1 to 3. in addition to the eight common abilities: special abilities represent extra skills or areas of knowledge that have been learned through hobbies. A special ability enhances the appropriate common ability when it is used. it is the ability to doubt. DETERMINATION Determination is a character’s mental resolve. In effect he must beat the difference to succeed. He is trying to influence their behaviour. The player whose character is attempting the challenge compares the character’s ability with the difficulty. The challenge may be to build an electronic device to defeat an enemy or simply to leap a chasm that runs across the only route to a destination. Special abilities will often indicate quirks of behaviour that can be highlighted. There is a chance that the character may fail if the difficulty of the challenge is greater than or equal to his ability. HOW TO USE ABILITIES Characters in a TIME LORD adventure will often be faced with challenges that they must overcome to progress further. Awareness also gives a character the chance to hear an enemy or creature that is creeping up behind him. A character who is negotiating with other characters also uses the Awareness ability. OTHER ABILITIES Most characters have other abilities. Cowards or natural survivors usually have a low Determination. Guidelines on assigning difficulties are given in the referee’s section. The player has failed to beat the difference.

DOCTOR WHO — TIME LORD decides that it deserves a difficulty of 4. Bench-thumping [Control] Anyone who can get a television set to work by hitting it or persuade a gadget to work by thumping the laboratory bench in exasperation has the Bench-thumping ability. a circus performer or a zoo-keeper. Artist allows a character to draw sketches of objects or people which will be generally recognizable and of the right proportion. which gives her a total ability of 5 if she is held prisoner and tries to wriggle free of her bonds. Jo has Escapology 2 and Control 3. so a character with Animal Handling could be an exotic dancer whose act includes snakes! Archery [Control] Archery is the ability to shoot accurately with a bow. SPECIAL ABILITIES The special abilities listed here are those skills or talents most likely to be encountered or used by the Doctor and his companions. She does not use the Escapology value of 2 on its own because it is a bonus that is added to her Control. is effective only if each person involved can communicate with the other. although even a friendly. given time. Acute Hearing [Awareness] Acute Hearing enables a character to hear quiet sounds that other characters might not notice. Animal Handling [Determination] Whether as an animal trainer. lions. A character with Astrogation knows how to use the advanced instruments necessary to set a course or to identify locations in space. hungry predator can be dangerous. 39 . for example. The value of the special ability is added to the appropriate ability and the total is used to determine whether the character succeeds or fails. The common ability that each one enhances is given in brackets. Bargaining. The bow’s Wounds rating is used instead of the character’s should an arrow hit its target. The character may have to dress appropriately to be convincing in the role. could use this ability to help him jump a chasm. The character has a second chance of making a gadget work using his Bench-thumping ability to determine whether he is successful. which means the difference is 1. Acting [Awareness] Acting allows a character to play the part of another person. the character has experience of handling animals such as horses. Animal Empathy [Awareness] A character with the animal empathy ability gets on well with animals and can persuade timid ones to approach him. tigers or elephants. such as an assailant approaching stealthily from behind or the gentle hiss of knockout gas escaping from a container. The ability extends to reptiles. The person playing Jo needs to beat a difference of 1 on the dice to succeed. It is not a skill that can be used on its own: anyone who resorts to Bench-thumping must first have tried to repair or make an object using an ability such as MacGuffin. teach them to do tricks: he knows an animal’s habits and instinctively knows how it will react in certain situations. Bargaining [Awareness] Bargaining is the ability to obtain a fair price for goods or services. Such a character could. Artist [Awareness] The Artist ability means the character can paint or draw well according to the concepts of art of his time. Jo’s Control is 3. Animals will regard such a character as friendly. USING SPECIAL ABILITIES Sometimes a character will be faced with a challenge that is appropriate to one of his special abilities. one with Escapology could apply the ability if he were held captive and tied up with ropes. however. an advanced form of navigation that allows explorers to find their way around the universe. either by mimicking that person’s voice or by physically impersonating him. A character with the Bargaining ability has an intuitive feeling of an object’s worth and has the negotiating skills to obtain the right price. A character with Leaping. whether it is a longbow or a crossbow. Astrogation [Knowledge] Pilots of spaceships would be lost without Astrogation.

DOCTOR WHO — TIME LORD Table 1: Common abilities and special abilities STRENGTH Cheat Death Iron Constitution Pain Resistance Quick Recovery Regenerative Powers KNOWLEDGE Astrogation Computing Cryptanalyis Cybernetics Detective Powers Electronics CONTROL Archery Bench-thumping Blunt Weapons Brawling Dancing Edged Weapons Escapology Fast Reactions Fisticuffs Gymnastics Juggling Leaping Lockpicking and Safecracking Marksmanship Martial Arts Mountaineering Sense of Balance Sleight of Hand Sports Stealth Thrown Weapons MOVE WEIGHT No special abilities Driving Piloting Riding SIZE Contortionism Running Sailing Swimming 40 Engineering Explosives First Aid History Law Linguistics Mathematics MacGuffin Mechanics Medicine Navigation Occultism Photographic Memory Poisons Pseudoscience Robotics Science TARDIS Temporal Science Transmat Wilderness Lore DETERMINATION Animal Handling Command Gloating Hypnotism Independent Spirit Indomitable Will Strong Passion AWARENESS Acting Acute Hearing Animal Empathy Artist Bargaining Bureaucracy Con Disguise Eloquence Gambling Intuition Keen Sight Musicianship Precision Refined Palate Resourceful Pockets Screaming Sensitive Nose Serendipity Singing Striking Appearance Tracking Ventriloquism .

in combat. Cheat Death increases a character’s Strength when determining the number of Wounds that cause death. such as a replacement eye which would allow the character to see infra-red light. Cryptanalysis might prove useful in addition. Referees can choose to have the character solve a code by simply rolling the dice. The ability allows a character to build cybernetic parts and devices which imitate other abilities. such as a club. 41 . however. A character with Strength 3. Computing is also a character’s ability at cracking computer security. can take 6 Wounds before dying. Bureaucracy [Awareness] Civil servants are masters of Bureaucracy: they are able to bamboozle ordinary people with the complexities of red tape and equally they are able to slice through bureaucratic restrictions to speed progress through the ranks of a large organization. Contortionism [Size] Contortionism is the ability to make a character’s build smaller by dislocating joints and twisting the body to occupy less space. have also studied the subject. may not dodge in combat. such as salute or shoulder weapons. Con [Awareness] Con is the ability to pull the wool over other people’s eyes. Whether the character is skilled at formal court dance of the 15th century. Dancing [Control] A character with the Dancing ability can co-ordinate his movements to look graceful or at least vaguely with it on the dance floor. Players who have characters with this skill should try to think of clever manoeuvres to exploit an opponent’s weaknesses. however. Cheat Death extends the range of Wounds at which a character is seriously wounded. Computing [Knowledge] Computing is the ability to use computers to elicit information as well as to program them. his peers at least will recognize his talent. With the right tone of authority it is possible that a character who shouts an order can convince anyone who is trained to obey commands to do as he wishes. In effect. Cheat Death [Strength] A character with the Cheat Death ability is either lucky or has a strong will to live. Cybernetics [Knowledge] Cybermen are the undisputed masters of Cybernetics. the use of mechanical and electronic components to replace organic limbs and organs. Cheat Death enables a character to survive damage that would ordinarily kill most people. or make the player solve it using his own brainpower with the help of a few hints to reflect the character’s Cryptanalysis ability. Human scientists. The Con ability might be used to convince security guards that the character is really a friendly agent in disguise. it could also be used to misdirect people by persuading them that a source of danger is in a different place from its real location. mace or walking stick. Anyone who contorts their body using this ability has a Size equal to his usual Size plus their Contortionism. A character can use Bureaucracy can be used confuse lesser bureaucrats by implying that he knows procedure better than they do and sending them off to do pointless tasks. Command [Determination] The ability to give orders is hereditary among nobility and is vital to army officers. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. for example. quarterstaff.DOCTOR WHO — TIME LORD Blunt Weapons [Control] The Blunt Weapons ability allows a character to use any blunt weapon. It gives the character the skill to use improvised weapons such as chairs and vases at an ability higher than his Control: the character’s Brawling is added to his Control to give his combat ability. A character in this state. 1960s go-go or 1990s house. Cryptanalysis [Knowledge] A character with Cryptanalysis is adept at formulating and breaking codes. Brawling [Control] Brawling is the dirty tricks form of close combat where anything goes. one with Strength 3 and Cheat Death 1 can take 8 Wounds before dying.

plastics and ceramics and how such properties can be employed in construction. Driving [Move] Driving allows a character to control vehicles such as cars. When a character with Fast Reactions encounters another character with Fast Reactions. Ace is the Doctor’s companion who knows most about explosives.DOCTOR WHO — TIME LORD Detective Powers [Knowledge] Detective Powers is the ability to notice tiny clues and to remember countless pieces of information which can later be pieced together to explain other characters’ motives and actions. A player whose character is told vital information may forget it during the course of the game: if the character has Detective Powers then that player should be reminded of this information when it becomes important again. A character uses his total ability of Knowledge 42 . First Aid [Knowledge] First Aid is the commonsense application of life-saving techniques or medication to keep an injured or unconscious person alive or prevent him from getting worse. The Master frequently disguises other people to resemble himself so he can make his getaway. Fast Reactions [Control] A character with Fast Reactions can act before any character without this ability. make-up and clothes so he resembles someone else. nitro-nine. and how to build new ones or alter existing ones. It is also the ability to develop new types of explosive. Jo Grant learned Escapology as part of her training as a UNIT agent. stance and mannerisms so they are unlike his own or like those of someone else. Nitro-nine has proved usefully destructive at times. With this ability a character can effectively change his height. lockpicking and knowledge of knots so that the character is in the best position to escape from his bonds once his captors are no longer paying attention. motorbikes. Fast Reactions would allow a character to strike another in combat and resolve the effects before his opponent had a chance to strike back: it breaks the rule that all combat is simultaneous. It combines subtle body movements. Engineering [Knowledge] The Engineering ability gives a character an understanding of the physical properties of materials such as metals. what they do. although the Doctor usually frowns upon its use. it indicates that a character knows how to handle badly injured patients. The weapon’s Wounds rating is used instead of the character’s should the weapon hit a target. Explosives [Knowledge] Explosives is the ability to place explosive charges and bombs in the position where they are likely to do most damage. jetbikes and hovercraft in difficult manoeuvres. contortionism. although even she found some knots were difficult to untie quickly. Escapology [Control] Escapology is the ability to escape from bonds such as ropes or chains. for which a character needs Acting. Disguise [Awareness] Disguise is the ability to change a person’s appearance using masks. it allows a character to assess how much time it will take for pursuers to cut through bulkheads or airlock doors. It implies a knowledge of procedures. Eloquence [Awareness] Eloquence is the ability to use the correct form of address when negotiating with nobles. and a character with this ability will rarely put a foot wrong when addressing important people. It does not include the ability to sound like another person. Driving also allows a character quickly to familiarize himself with a strange vehicle. axe or spear. Edged Weapons [Control] The Edged Weapons ability allows a character to use any weapon with a cutting edge or stabbing point such as a sword. she developed her own. First Aid is the ability to bandage and splint injuries. Electronics [Knowledge] Electronics is the ability to understand electronic components and circuits. the one with the highest special ability reacts first. A character who wished to tilt the car he was driving so that it could pass through a narrow opening would need to have the Driving ability. On an immediately practical level.

and remains in firm control of his mind.’ Independent Spirit [Determination] Anyone with Independent Spirit is not easily persuaded to do things against their will: although they may be asked or told to do something. Gambling [Awareness] A character with Gambling is skilled at games of chance. Intuition [Awareness] A character with Intuition can sense when something is not quite right. but two characters with Juggling could accurately throw objects between them to confuse or annoy a villain. Gymnastics [Control] A character with Gymnastics is supple and fit with a well-developed sense of balance. for example. A character with Iron Constitution can also endure long walks or run for long periods without tiring. The Iron Constitution ability is added to a character’s Strength whenever he has to resist the effects of wounds or poison. Independent Spirit increases a character’s resistance to Con or Command. Gymnastics enhances a character’s Defence against enemies’ attacks and improves his chance of leaping gaps or obstacles. Its main use is for entertainment. History [Knowledge] The History ability indicates that a character is well versed in events from his past: he can remember key dates as well as details of older civilizations’ lives. but heals only an amount equal to his special ability on its own. Gambling also gives a character a chance of noticing whether another gambler is cheating. Hypnotism [Determination] Hypnotism is the ability to dominate the will of another person or to put someone into a trance. The ability is added to Determination to resist the effects of hypnotism and so on. Juggling [Control] The ability to juggle objects requires good hand to eye co-ordination. and no dirty tricks are allowed! Fisticuffs allows a character to strike at an opponent and to block incoming blows. A character with this ability may need the help of an object to hypnotize someone. A character using Fisticuffs inflicts Wounds equal to half his Strength. The Doctor needed a spinning disc to hypnotize Aggedor on Peladon. the Master’s technique is simply to say: ‘I am the Master and you will obey me. they will usually rebel and follow their own course of action. Fisticuffs [Control] Fisticuffs is a gentlemanly fighting ability: the character adheres to rules such as those formulated by the Marquess of Queensberry when he resorts to combat. whether by luck or through an ability to cheat without being noticed. Indomitable Will [Determination] A character with Indomitable Will is not easily overcome by hypnotism or even the ubiquitous mind probe. Iron Constitution [Strength] An Iron Constitution means a character can resist the effects of damage and poisons and cope with alien environments better than other people.DOCTOR WHO — TIME LORD and First Aid to determine whether he successfully applies the techniques. or they may be able to do it just through the power of words. Only the character’s fists are used. The difficulty of sensing something depends largely upon the extent to which it would affect the character. waiting behind a filing cabinet ready to attack the character. A character with this ability may be compelled to gloat in such circumstances. Someone may have been in a room before he entered or that person might still be there. giving his captives time to formulate a particularly cunning plan of escape. 43 . Gloating [Determination] Gloating is a trait of cruel or evil characters such as the Master which exhibits itself when the Doctor or his companions are trapped or about to die.

depending on the laws of the society in which a character with this ability finds himself. for example. a character with the Lockpicking and Safecracking ability can open mechanical locks and break into safes with combination locks. It may prove useless. all guns work in the same way. MacGuffin [Knowledge] MacGuffin is the ability to build gadgets out of available parts to be able to defeat an enemy or get out of sticky situations. Leaping [Control] Whether through athletic training or natural ability. It represents scientific knowledge. If he wishes to only slightly injure an opponent he can choose to inflict Wounds equal to half his Strength. Medicine [Knowledge] A character with Medicine knows how to use drugs or plants to cure diseases. who can also jump up to grab ledges. the character is adept at leaping great distances. and a player should try to make the one his character practises distinctive. Electronic. In essence. enabling him quickly to knock out or disable opponents. however. 44 . Mathematics [Knowledge] Mathematics is the ability to perform mental gymnastics with numbers and abstracts. chandeliers or tree branches. Mathematicians are almost human in comparison with statisticians. The weapon’s Wounds rating is used instead of the character’s if the attack hits a target. Gaping chasms present little challenge to such a character. With the right parts such a character could build an engine or repair one. technologically advanced locks need to be tackled by someone who is adept at Electronics or MacGuffin. perfected Venusian Karate. Mechanics [Knowledge] Engines and machines are complicated. Linguistics allows a character to study and learn a language so that basic desires and intents can be expressed. are discomforted by bright lights and they cannot see in complete darkness. Should communication prove impossible. The character must have a tool of some type with which he can open the lock: it is impossible with only fingers. Characters with Keen Sight. It is rarely needed because many of the people that the Doctor and his companions encounter speak English. Marksmanship [Control] A character with the Marksmanship ability can shoot firearms or blasters accurately. It is invaluable when trying to set co-ordinates for the TARDIS or to calculate how long it will take to travel anywhere. If a patient’s condition is unusual or unknown. and provided that a character understands how a primitive or technologically advanced gun works he can apply his Marksmanship ability in combat. however. A character inflicts Wounds equal to his Strength when making a Martial Arts attack. Lockpicking and Safecracking [Control] Whether equipped with a bent hairpin or skeleton keys.DOCTOR WHO — TIME LORD Keen Sight [Awareness] A character with Keen Sight can spot objects at a greater distance than other characters and has a greater chance of finding objects that can be located by sight. There are many types of martial arts. inspiration and a grasp of the weaknesses of an enemy. counter poisons or to speed healing and recovery. such a character may have to undertake research in a laboratory before he knows which drug will be effective. a transformer and an assortment of electronic parts into a force-field generator. The Doctor might use his MacGuffin ability to convert a transistor radio into a short-range radio transmitter or to convert a length of electrical cable. Martial Arts [Control] Martial Arts is a specialized form of unarmed combat which allows a character to make deadly attacks with his fists and feet as well as to dodge and block incoming attacks. Law [Knowledge] Law is the ability to understand and debate legal points and to present cases. The third Doctor. but a character with Mechanics understands them. Linguistics [Knowledge] Linguistics is the ability to learn and understand languages.

The Doctor once started to explain the Blinovitch limitation effect to Jo Grant about time travel in The Day of the Daleks. He can also produce antidotes. Quick Recovery [Strength] A character with Quick Recovery heals or recovers consciousness faster than most people. A character with Pseudoscience has the ability to baffle people with science. Such a character appreciates good food and drink and can sense when something doesn’t taste as it should do. K9’s use of this ability. Pseudoscience [Knowledge] Pseudoscience is the ability quickly to come up with convincing scientific arguments or explanations which either sound impressive or are accurate but confusing. 45 . If the manner of travel is more advanced than that associated with the technology of the character’s time and space.DOCTOR WHO — TIME LORD Mountaineering [Control] The Mountaineering ability indicates that a character can climb awkward rock faces and knows how to tackle easy ones using only handholds. a Time Lord uses this ability to change his form to overcome massive tissue damage. Musicianship [Awareness] Musicianship is the ability to play musical instruments. the character must be conscious to use it. piano or recorder. Refined Palate [Awareness] A character who has a Refined Palate has an exceptionally well developed sense of taste. faces. It is purely a visual skill and does not imply an ability to remember names unless they have been printed next to a picture. Regenerative Powers typically allow repairs or healing to occur at the end of each research turn. for example. Occultism [Knowledge] A character with Occultism knows about the white and black magic practices of witches. Piloting [Move] The Piloting ability allows a character to fly aircraft. Regenerative Powers [Strength] Regenerative Powers is the ability to self-heal or repair damaged parts of the body. reams of secret plans and the shape and size of objects. extends to repairing only his electronic circuits. rooms. The ability also implies a familiarity with superstitions and old sayings. he will find it hard to fly the vehicle. The ability is of no use if the character has succumbed to his wounds. Photographic Memory [Knowledge] Photographic Memory is the ability to observe and remember in perfect detail diagrams. Pseudoscience can be made into a personality trait of a character: the Doctor would not explain that a piece of apparatus had blown a fuse without first declaring that the temporal feedback circuit had overloaded. druids and the like. although he would undoubtedly be able to help another more skilled pilot. Pain Resistance [Strength] Pain Resistance is the ability to tolerate the effects of wounds and torture. The Quick Recovery ability is added to the character’s Strength whenever he tries to regain consciousness or makes a healing roll. A character with a Refined Palate in ancient times would probably find himself employed as a food-taster. The ability to play one kind of instrument may be applicable to another: a character who could play the guitar should also be able to adjust to a lute. rockets or spaceships. A character with this ability should choose which instrument he can play. such as guitar. It increases a character’s chance of resisting the effects of wounds when they are inflicted. Precision [Awareness] The character with this ability is uncannily accurate at judging distances. angles and speeds. Poisons [Knowledge] This ability indicates the character knows how to formulate or extract poisons. pseudoscience could have been used to come up with name of the effect and provide a brief explanation. Navigation [Knowledge] Navigation is the ability of a character to use the stars that are visible from his native planet to chart a course over land or sea.

resistance to a type of attack or substance. A character with Serendipity can make the find or be responsible for events leading up to it. the character’s Riding is added to the animal’s Move. Sleight of Hand [Control] Sleight of Hand is the ability to manipulate objects without being noticed: it is typically used to pick a person’s pockets.DOCTOR WHO — TIME LORD Resourceful Pockets [Awareness] Resourceful Pockets is a character’s ability to find useful objects in his pockets. or could be used to appreciate food and drink. Jo Grant. Instead of moving normally he can opt to run: his Move is increased by the value of his Running ability. such as physics. Cybermen. Sense of Balance also allows characters to perform tricks such as spinning plates on poles or to run egg and spoon races with little danger of breaking anything. yachts and windsurfers. It can also be used to repair robots and alter their personalities. although it may seem disastrous at the time the event does some good. more routinely it might be used to produce a small bag of jelly babies as required. for example. The item need not be recorded on the character sheet: it is assumed that the character habitually carries an assortment of junk in his pockets. Sensitive Nose [Awareness] A character with a Sensitive Nose has a keen sense of smell. 46 . Special Immunity [Strength] Special Immunity conveys additional. Running [Move] A character with the Running ability is especially quick. This might allow him to smell gas or chemicals before they can harm him. saddles and reins. or a type of energy. for example. Screaming [Awareness] Screaming is the ability to make a noise that can be heard through miles of catacombs. He has a strong. to palm small objects or even to cheat people at cards. In The Ark in Space . Robotics [Knowledge] Robotics is the ability to build and program robots as well as to understand how robotic minds think. have a Special Immunity to heat and a Special Immunity to cold. Serendipity [Awareness] Serendipity is the ability to make happy chance finds. A character may make a mistake or clumsily knock over something. but original uses of this ability shouldn’t be discounted: Victoria’s screams were amplified to kill a parasitic weed in Fury from the Deep. for example. chemistry or biology. tunnels or ventilation shafts. Science [Knowledge] Science is the ability to understand and apply the principles of the main sciences. melodic singing voice which other people regard as pleasant to listen to. Players may specify which sciences their characters are particularly adept at. Sailing [Move] Sailing is the ability to handle small sailing craft such as dinghies. sometimes only partial. A character could be immune to the effects of a specific poison. Riding [Move] Riding is the ability to control and stay on animals such as horses with or without stirrups. although the extremes of either will ultimately affect them. spilled a jar of powdered mushrooms over the Doctor’s microscope slides in The Green Death which led to the discovery that the fungus was deadly to a species of mutant giant maggots. It also allows a character to spur a mount to move faster. Singing [Awareness] A character with Singing has received vocal training. Its main purpose is to alert the Doctor that one of his companions is in distress. A character with this ability should avoid noisome locations and unwashed barbarians. the Doctor produces a cricket ball for Harry Sullivan to throw at a panel. Sense of Balance [Control] A character who has Sense of Balance is perfectly at ease on a tightrope or on a narrow ledge because their natural balance is so good that they are unlikely to fall.

and which large animals are dangerous. Characters who are trying to spot someone who is hidden or moving stealthily match their Awareness against the character’s Stealth. and the greater his ability. Swimming [Move] Characters are assumed to be able to swim to a limited degree. Temporal Science [Knowledge] Temporal Science is the ability to understand the theories and limitations of time travel. In situations where skills learned in the sport could help the character. Wilderness Lore means the character knows what he should and should not eat. Transmat [Knowledge] Transmat is the ability to operate and understand Transmat. Stealth [Control] Stealth is the ability to move quietly. Strong Passion [Determination] A character with the Strong Passion ability has a strong emotional attachment for someone. those with the Swimming ability can swim well and cope with strong currents. This affects how other characters react to them. the Strong Passion ability is added to the character’s Determination to give them extra mental staying power. Tracking [Awareness] Tracking is the ability to follow the trail of a person or animal by identifying footprints or noticing clues such as broken twigs and bent blades of grass. a companion with a pretty face might be more able to convince a security guard to let her pass. an instant form of travel by matter transmission. The weapon’s Wounds rating is used instead of the character’s if the weapon hits its target. to hide in cover or to do both at once. which reptiles and insects are poisonous. Ventriloquism [Awareness] A character with Ventriloquism can throw his voice to make it seem as if the sound comes from a source some distance away. such as cricket. to work out what is needed to repair it. TARDIS [Knowledge] TARDIS is the ability to operate the TARDIS’s controls and. animals and climate of his native environment. The ability also applies to rocks and other improvised weapons such as bits of furniture or ornaments. the more likely he is to survive. Wilderness Lore [Knowledge] A character with Wilderness Lore is familiar with the plants. football or rugby. Thrown Weapons [Control] A character with the Thrown Weapons ability can accurately throw weapons such as javelins. 47 . Although a character may have the TARDIS ability.DOCTOR WHO — TIME LORD Sports [Control] A character with Sports should choose a sport at which he is adept. axes and daggers. Striking Appearance [Awareness] Attractive or handsome characters have the Striking Appearance ability. this does not mean he can fully control it. If the object of their affections is ever in danger. Characters without the TARDIS ability cannot do much more than open the doors of this time and space machine. the sports ability is added to the character’s Control. when something goes wrong.

Her Attack is respectively 5. as his action. and attacking a creature that is armed with a powerful energy weapon is foolhardy. the submachine-guns and rifles of UNIT troops. Ranged weapons combat is fighting that takes place at a distance. it is known as the character’s Attack. Martial Arts or Marksmanship. performing an action usually means attacking an opponent. however. Characters who are not involved in combat. may move about the same area or be engaged in other tasks at the same time.DOCTOR WHO — TIME LORD COMBAT Fighting is a dangerous pursuit. the Doctor and his companions have no choice: they must resort to violence to get out of an awkward situation. 7 and 6. for example. and keeps track of the results. Although each player will resolve his character’s actions in turn. Characters are assumed to be moving about rather than remaining stationary while they are in combat. That player’s character hits if he overcomes his opponent’s defences. attempt to reset the controls of a runaway machine. The defender may also be referred to as the target when he is attacked by a character who is using a ranged weapon. could move and. ATTACK AND DEFENCE A character’s skill at making attacks in combat is his Control. There is one option that can be chosen during an action turn: n Abandon any previously stated intention. A character has five options he can choose from at the beginning of an action turn: n Stay in the same area and do nothing except recover from any wounds. The Doctor. his opponent is the defender. stay in the same area and perform an action at an increased difficulty of 2. Although in all these options. he waits until the referee asks him before revealing his action. Edged Weapons 2 and Archery 1. however. Within an area there are no restrictions on who can attack whom. 48 . it is 6 if she shoots a crossbow in ranged weapons combat. This value may be enhanced by abilities such as Edged Weapons. Whatever the player decides to do. It covers fisticuffs and swordplay. All actions in one turn of combat are assumed to occur at the same time. Someone armed with a ranged weapon can fire at a target in the same area or one typically up to six areas away. PROCEDURE Each player decides what his character is going to do during the turn. and the bows and thrown spears of primitive tribes. The main difference between ranged weapons combat and close combat is the distance over which each takes place. Sometimes. her ability is 7 if she strikes with an edged weapon such as her knife. Her ability to attack in close combat is 5 if she strikes with her fist. which is why they have such freedom to act in an area. It is important to remember that only the player whose character is attacking rolls the dice. n Move a number of areas whose difficulty is less than his Move ability (including any special abilities) and perform an action while evading or parrying an attack from one specified opponent. Both types of combat use the same procedure. the results are applied only after all characters have had a turn. but no attacks can be made using close combat on anyone outside that area. An attack made in combat counts as the character’s one action for a round. It covers attacks made by weapons such as Dalek guns. The character whose attack is being resolved is called the attacker. It may be that some characters do nothing that is relevant to combat: they might choose to make use of other abilities. Close combat takes place between characters who are in the same area. Few of the Doctor’s companions can come through more than a fist-fight unscathed. whether in the form of a simple duel between two people or a confused melee that involves dozens of characters. Such a character forfeits any right to attack or defend. n Stay in the same area and dodge any attack made against him. Leela’s abilities are Control 5. whether in primitive or technologically advanced cultures. in which case the total of his Control and his special ability is used. The referee decides which actions are resolved first. n Try to move a number of areas whose difficulty is greater than or equal to his Move ability (including any special abilities such as Running) by beating the difference. n Stay in the same area and perform an action while evading or parrying an attack from any one specified opponent. Only characters in the same area can attack each other in close combat. Whether this value is Control on its own or Control enhanced by another ability. it can also be an attempt to use any ability. There are two types of physical combat: close combat and ranged weapons combat. Success largely depends on choosing the right moment to act.

in which case the best option is to dodge all the attacks. 2 Performing an action will often mean attacking an opponent. In ranged weapons combat. The basic Defence of a character against an attack is his Size. an unarmed character. A character who attacks and defends in close combat during the same turn can increase his Defence by parrying or evading one opponent’s blow. The Running special ability. for example. such as the Doctor attempting to reset the controls of a Zygodon machine using his Knowledge ability. can only evade. his Defence is the sum of his Size and 49 . This ability applies to any and all attacks made against the character in one round: Size is the inherent difficulty of hitting a person. Control and ability with the parrying weapon. Even a character who was going to attack can change his mind and choose to dodge should he discover that more than one attack is going to be made against him. would be added to Move. A dodging character forfeits any right to attack but has a Defence equal to the sum of his Size and Control against any attack made against him that he is aware of. He must use a weapon to parry an attack. but it can also mean attempting to use any ability. unless he has the Martial Arts ability. A defender who parries has a Defence equal to the sum of his Size. If the defender evades. Sometimes a character will have more than one attack made against him.DOCTOR WHO — TIME LORD Table 2: Character options in an action turn Option — to be stated at the start of the turn Stay in the same area and recover/do nothing Stay in the same area and dodge all attacks Stay in the same area and perform an action2 while evading or parrying an attack from one specified opponent Try to move a number of areas whose difficulty is greater than the character’s Move1 by beating the difference Move a number of areas whose difficulty is less than the character’s Move1 and perform an action2 while evading or parrying an attack from a specified opponent Option — to be stated during an action turn Abandon any previously stated intention. stay in the same area and perform an action2 1 Ability — Defence in close combat Size Defence in ranged combat Size + Range — Relevant ability1 Size + Control1 Size (+ Control1 against a specified opponent) Size + Range + Control1 Size + Range (+ Control1 against a specified opponent) — Size Size + Range Relevant ability1 minus the number of areas moved Size (+Control1 against a specified opponent) Size + Range (+Control1 against a specified opponent) Relevant ability1 –2 Size Size + Range These abilities include any relevant special abilities. the distance to the target in areas at the end of the turn is added to the target’s Defence.

All the damage gets through and injures the target if the number of Wounds is greater that the protection of the armour. The total number of Wounds that a character receives. A character feels the effects of Wounds only if they overcome his Strength. which is expressed as Armour 4. Ranged weapons attacks can be evaded or dodged but not parried. the attacker needs to beat the difference between these values to wound the defender. Against an opponent with a Defence of 7 or more. is always recorded whether or not he is overcome by them. Her basic Defence against ranged weapons attacks is 3 if the attacker is in the same area. The referee. however. ARMOUR Some of the Doctor’s enemies wear armour that may protect them from the Wounds inflicted by an attack. Against a target with Defence 7. She inflicts 2 Wounds (half her Strength of 5 rounded down) if she uses her fists. The effects of wounds are worked out direct if the defender does not wear armour. If the number of Wounds against the defender is equal to or less than his Strength. She would need a difference of 2 or more on the dice to hit an opponent with Defence 8. decides in which order any attacks are made. he inflicts a number of Wounds appropriate to the weapon he is using. such as a dodging Size 3 opponent with Control 3 at a range of one area. Leela has Attack 7 with her knife (Control 5 plus Edged Weapons 2). the character’s Size is his Defence against any other attacks. her player would need to beat a difference of 1 on the dice. Size 3 and Edged Weapons 2. If Attack is equal to or less than the opponent’s Defence. WOUNDS The amount of physical harm that any attack does to a target is measured in wounds. because the range is 0 areas. All the Wounds are inflicted if the protection of the armour is beaten. Her Defence against one close combat attack is 10 if she parries with a knife. Any player whose character is making an attack compares the appropriate Attack with the Defence of the opponent. are encased in an armoured shell that protects the creature inside from most small-arms. the attacker must beat the difference between Strength and Wounds to overcome the defender. Leela’s Attack is 6 (Control 5 plus Archery 1). A parry or evasion can be applied to only one attack. Daleks. Her basic Defence against any attack is 3. Leela fires a bolt from her crossbow and inflicts 4 Wounds against a Cyberman that has Armour 9. If she dodges her Defence is 8 and 10 respectively at those ranges. it is 8 if she evades.DOCTOR WHO — TIME LORD Control. such as a stationary Size 3 opponent at a range of 2 areas. Leela inflicts 4 Wounds with her knife if she beats an opponent’s Defence. The defender is automatically overcome if the number of Wounds inflicted is greater than his Strength. If the number of Wounds is equal to or less than the protection of the armour. She has Defence 8 against any attack made against her if she dodges. Bolts fired from her crossbow inflict 4 Wounds each. RESOLVING AN ATTACK A player who declares that his character is attacking waits until the referee is ready to resolve his action. which is impossible because she can only equal that difference. Leela’s abilities are Control 5. for example. When a character hits an opponent in combat. She would automatically hit anyone who had a Defence of 6 or less. her player would need to roll the dice to beat the difference between Leela’s Attack and her adversary’s Defence. her Defence is 5 against an attacker who is 2 areas away. Her player needs to beat a difference of 5 to get through the armour and wound the Cyberman. It may be that he elects to resolve all the referee characters’ attacks before determining the results of the player characters’ attacks. not the players. 50 . In ranged weapons combat using a crossbow. The blow automatically hits if Attack is greater than the opponent’s Defence. EFFECTS OF WOUNDS Wounds always injure a character. The number of Wounds inflicted is compared with the protection of the armour. The metallic skin of a Cyberman makes it hard to destroy even when using a blaster. then the character hits the defender if his player can beat the difference between Attack and Defence by the difference rolled on the dice. Armour absorbs either all or none of the Wounds from an attack. Armour 8 and so on. The player and Leela learn the hard way that Cybermen are generally immune to arrows. She would automatically hit a target with Defence 5. although the effects of this may not immediately be noticed. She could still make an attack and then choose to parry or evade one attack made against her.

whether a character is overcome or resists the effects. the size of this target is used to determine the opponent’s Defence. Disarming An attacker can deliberately try to disarm an opponent. such as fists. No character may use a ranged weapon in a crowded area. although it may be better. Grappling attacks do not wound the defender. such as knives. aiming to beat the weapon’s Strength in order to break it. He should say which part of his opponent he is going to restrain. Anyone who grapples has a Defence equal to his grappling ability. An area that contains more than five characters becomes crowded. evading or dodging are simply techniques to get out of the way. however. the weapon is dropped but the defender is not injured. but may still resolve his attack if he has yet to do so. such as a guard crouching behind a crate and whose head is the only visible part of his body. except that the player states his character is going to grapple an opponent when asked to declare his action. by making an aimed attack at his enemy’s weapon arm. the characters are wrestling for an advantage. Control and relevant grappling ability of his captor to break free. The soldier is Size 3 but presents only his head and shoulder as a target: the rest is of him is protected by a wall. 51 . depending on circumstances. If he succeeds. If two or more people restrain someone. An overcome character may be near to death or even dead depending on the number of Wounds he has taken. The person restraining him is assumed to be trying to prevent this escape. Any character who is not overcome by his wounds can continue to act normally. This determines whether the character is unconscious. the attacker must beat the difference between his Strength and the defender’s Strength to restrain his opponent. His player should bear in mind. each additional character adds one to the difficulty of breaking free. If both attacks fail. A restrained character with a grappling ability can elect to use this and his Control instead of Strength. to restrain an opponent’s weapon arm. Characters in a crowded area may use only short weapons. The biggest target that an attacker can grapple is the chest and arms of his opponent. that the character is wounded and that further injury could easily result in death. Grappling Few of the Doctor’s companions use weapons to attack opponents: they either indulge in fisticuffs or try to restrain or wrestle with an enemy. a Cyberman is especially vulnerable to gold items shot into the grille on its chest unit. and the total number of Wounds against a character should be recorded. Characters also have to aim if they have to shoot at partly obscured targets. SPECIAL RULES Combat is not always straightforward. Grappling is resolved in the same way as hand to hand combat. If the grappling attack succeeds. The player states that his character is doing so as his action for a turn. rather than try to harm him. Alternatively. The base difficulty is calculated from the character with the highest abilities. If the Wounds inflicted beat the Strength of the opponent. This type of combat is used to capture opponents unharmed for questioning. Inventive players may come up with a special move that requires careful adjudication. Aiming does not affect the procedure for combat: the Size of the specific part of the target is used instead of the target’s usual Size. A character who is restrained in this way may attempt to break free in subsequent turns. A Dalek’s eye-stalk is vital if it is to see but is less heavily armoured than its body. or natural weapons. Each resolves his attack as normal. an aimed attack can be made at the opponent’s weapon itself.DOCTOR WHO — TIME LORD A character who is overcome falls unconscious to the ground at the end of the turn. He presents a Size 5 (head and shoulders) target to determine his Defence against Leela’s attack. or might try to aim blows to disable or disarm opponents rather than kill them. Whoever breaks free first while retaining hold of his opponent gains the upper hand. although people outside a crowded area can fire at targets in that area. Aiming Some creatures are too tough to be beaten in a straight fight and often the only way to defeat them is to attack a weak spot. he may move or attack next round as normal. typically Size plus Control and an ability such as Brawling. Leela aims her crossbow at an enemy soldier who is shooting at her from around a corner. The character needs to beat the difference between his Strength and sum of the Strength. Sometimes two characters will try to grapple each other. near to death or dead. A defender may use any defensive ability he feels is appropriate: parrying is interpreted as using a weapon to intimidate the attacker. typically Size 5. If both attacks succeed. Crowding Up to five characters can be in one area without impeding one another: anyone in such an area can act freely. neither character has a hold on the other. Wounds are cumulative.

Shooting into melees Shooting a ranged weapon into a group of friends and enemies is a dangerous pursuit: the attacker is as likely to hit a friend as he is to hit an enemy. Snapshot A snapshot is any ranged weapons attack that is made without preparation. Regardless of the number of characters involved in group fire. resulting in a Defence of 5. Each additional character. the grenade would have landed in the same area as the Cybermen but exploded only next turn. up to a maximum of the fire-director’s ability. to his target. however. Group fire Soldiers use group fire with ranged weapons to stand a better chance of hitting a target. The Defence of a target in a group is increased by the number of the attacker’s friends or allies in that group. the grenade still lands in its target area but it does not explode that turn: it explodes in the next action turn. If one minus the result on the dice is zero. It is possible that once it becomes clear where everyone is moving that a player will want his character to fire at a different target from the one he originally intended. The grenade still travels along the original line of fire it was intended to be projected along and explodes in its new area. The attack is resolved the same way as a normal ranged weapons attack. the Wounds for only one hit is used to overcome the opponent. Had he rolled a result of 1. except that the difficulty is increased by two. Any characters that are in the same area can combine the fire from the same type of ranged weapons. 52 . A snapshot could also be made to shoot at a target before it moves out of range. may fall short or even overshoot. The Defence of the attacker’s friend is immaterial: he is automatically hit in this instance.DOCTOR WHO — TIME LORD Once a character has successfully restrained an opponent he can hold on to him. An attack that misses. depends on the Size of the area (typically Size 2 for an area measuring 3 metres by 3 metres) and the range (as thrown weapons. restraining him and resisting any attempts to break free. The range is three areas. adds one to this Attack. indicating an overshoot of one area). The difficulty. the attacker has hit the nearest friend. A snapshot is equivalent to choosing the sixth action turn option: the character remains in the same area and abandons what he originally intended to do. He has to beat a difference of 2 to succeed but rolls double 6 — a result of 0. The Cyber-lieutenant has Attack 5. perhaps one that is partly concealed by cover or one that must be disabled by shooting at a weak point. and his ability is used as the base Attack to hit the target. The character with the highest appropriate combat ability directs fire. If the attack misses yet would ordinarily beat the unadjusted Defence of the target. still causing damage to people or property — this is only likely if characters with low ability try throwing a grenade at a range of 2–3 areas. The grenade lands one area further away than intended (one minus the result is plus one. rather they are aimed at a particular area. A Cyber-lieutenant with Control 3 and Marksmanship 2 directs the fire of four other Cybermen. Grenades Area weapons such as grenades or dynamite are not aimed at people. or can attempt wrestling attacks such as picking up his opponent and throwing him to the ground! The referee should flexibly interpret an inventive player’s wishes and work out appropriate difficulties. therefore. a positive number means the grenade overshoots by that many areas. which means it can direct the fire of five Cybermen — itself and the four it is leading. at a Raston Robot. The overall Attack of all five Cybermen firing at one target is 9. by line of sight. This is likely if a target comes into view only briefly in the round. A negative number means the grenade undershoots by that many areas. giving people in the area a chance to move away or even to pick up the grenade and throw it back! A UNIT soldier with Control 3 throws a grenade at a Size 2 area containing a group of Cybermen. each with Control 3 and Marksmanship 1. say by running across an opening. One minus the result on the dice is the number of areas away from the target area that a grenade lands if the attack misses. grenades have a maximum range of three areas).

) A hard natural weapon is more effective: it inflicts Wounds equal to the character’s Strength. Ranged weapons are used to attack opponents at a distance. usually from zero to six areas away. they are more likely to be threatened by opponents that use them. Such a character may also attempt to deflect attacks as if he were trying to parry them. a medieval knight’s mace. either killing an opponent or knocking them out owing to the pain of the wound. There are three categories of close-combat weapons: natural weapons. Like blunt weapons. teeth. axes and spears are all edged weapons. a blaster or a rifle. 53 . There is good reason for keeping out of the way of weapons: they are dangerous. rapiers. such as a sword. they are not mercenaries who plunder time and space while armed to the teeth. There are always exceptions. however. Blunt weapons inflict 3 Wounds. Companions are often ordinary people who have just become mixed up with the Doctor’s travels. (A Strength 1 person would inflict 0 Wounds. The number of wounds that a weapon inflicts on an opponent depends on its category. A Cyberman is an especially dangerous: its hard metal fist inflicts 6 Wounds — it is as lethal as a blaster. An edged weapon inflicts 4 Wounds. Edged weapons A weapon with a sharp cutting edge or which has a point used for thrusting is treated as an edged weapon. feet. The wounds inflicted. the Doctor and his companions may have to fight to survive or attain an objective. In the game they can be used to attack only opponents that are in the same area as the wielder. The weakness of fist attacks is one of the main reasons why characters choose to use something better. although this would not damage anyone. CLOSE-COMBAT WEAPONS Natural weapons Any attack which is made with a part of a creature’s body is made with a natural weapon: fists. perhaps by the Doctor. Swords. firearms and blasters. chitinous mandibles. Unless companions have a good reason for being armed they should be discouraged. Blunt weapons A blunt weapon is a weapon that does not have a cutting edge or a point that is used for thrusting. Weapons are best left to those who are able to handle them skilfully. A character who has the Martial Arts ability strikes with his hands and feet as if he were using hard natural weapons. They are unlikely to kill most opponents because they inflict fewer wounds than. When an adventure reaches a sticky moment where only a fight will allow the Doctor and his companions to continue. are often sufficient to knock out an opponent for an action turn. and Jamie. however. edged weapons inflict more wounds than a character’s fist could. His attacks inflict Wounds equal to his strength. Attacks made with fists or feet do not usually injure an opponent sufficiently to kill him. Characters such as the Brigadier. who might carry a revolver.DOCTOR WHO — TIME LORD WEAPONS The Doctor and his companions rarely use weapons. Natural weapons can be either soft or hard: fists and feet are soft because they are fleshy. who would probably feel uneasy if he didn’t have his dirk. A club made from a tree branch. the butt of a gun or a household object such as a vase or a chair are all blunt weapons. any halves are rounded down. as Tegan proved in Earthshock when she grabbed a Cyberman’s blaster and capably blew away its colleagues. A soft natural weapon inflicts Wounds equal to half the character’s Strength. the dice should still be rolled to determine whether the weak blow knocks out its target. say. Because blunt weapons inflict more wounds than most characters’ fists. Soft natural weapons may not be used to parry attacks other than those made by soft natural weapons. In the course of their adventures. Weapons are divided into two categories: close-combat weapons and ranged weapons. Edged weapons damage vital organs. however. A blow from a sword is quite likely to put down most human opponents: only someone who is heavily armoured or quite strong will be able to fight on. The threat of being hit can prove more effective than actually striking or firing at a character. claws and horns are hard. Close-combat weapons can be used only against nearby opponents. One blow from any weapon is usually sufficient to seriously injure a companion or the Doctor. The referee and the players should be prepared to adapt to circumstances. they are more likely to knock out an opponent when they hit. are best qualified to survive a fight. such trained warriors will be more useful than someone who does not know one end of a blaster from another. teeth and claws are all natural weapons. from carrying weapons. blunt weapons and edged weapons. There are four categories of ranged weapons: thrown weapons. An attacker who hits his opponent too many times or who is exceptionally strong may well be capable of killing an opponent. bows.

giving it a maximum rate of fire of one shot every two action turns. Most 54 . The category includes daggers. although many of them are prepared to pick up a gun and use it if necessary. Close-combat weapons. A light thrown weapon is usually no more than a foot or so long. Light thrown weapons inflict 3 Wounds.DOCTOR WHO — TIME LORD Table 3: Close-combat weapons Category Natural weapons. hard Blunt weapons Edged weapons Wounds 1/2 x Strength Strength 3 4 Table 4: Ranged weapons Category Blaster (alien) Blaster (Earth type) Bows Light thrown weapons Heavy thrown weapons Pistol Revolver Rifle Shotgun Submachine-gun 1 The Range (areas) —1 —1 5 3 3 4 4 —1 4 —1 Wounds 8 6 4 3 4 5 5 5 5 5 or 6 range of these weapons is in effect limited only by the difficulty of the target and the skill of the user RANGED WEAPONS Thrown weapons Missile weapons that are held in the hand and hurled at their target are thrown weapons. heavy thrown weapons inflict 4 Wounds. but they would probably feel uncomfortable without their weapons! Guns are also notoriously ineffective against creatures such as Daleks or creations of antimatter. soft Natural weapons. Although a firearm is easy to use. The category includes daggers. FIREARMS It is unusual for the Doctor’s companions to carry firearms. Guns should be treated more as a threat: they are often used to intimidate at close range. javelins and boulders. giving it a maximum rate of fire of one shot every three action turns. blasters and bows are simple compared with firearms. it is complicated by the mechanisms and loading procedures that different designs have necessitated. It takes an action to string an arrow for a long or compound bow. although an especially powerful bow might have a range of six areas. Thrown weapons have a maximum range of three areas. Bows Bows and crossbows have a maximum range of five areas. throwing knives and small rocks. Only the Brigadier. Yates and other UNIT soldiers would typically carry guns in the Doctor’s TARDIS. rocks and household objects such as vases or other ornaments. An arrow fired from a bow inflicts 4 Wounds. Benton. A crossbow requires two actions to cock and load. spears. A heavy thrown weapon is either long or bulky: the class includes spears. There are two types of thrown weapon: light and heavy. the best defence is to run away.

The first determines how long it takes to reload a gun before it can be fired. It takes one action to replace a magazine with a fresh one. however. A double-barrelled shotgun. and three actions to reload a muzzle-loading musket or rifle. A submachine-gun set to automatic fire can attack either all the targets in an area — it cannot discriminate between friend and foe! — or one target. automatic pistols and submachine-guns can be fired each turn until their ammunition runs out. which gives them a maximum rate of fire of one shot every two action turns. increasing the damage done. regardless of the ammunition used. The attacker rolls to hit each target in the area into which he is shooting. GUN TYPES Submachine-guns Submachine-guns can be set to fire single shots or in bursts. BLASTERS A blaster is a firearm with a short range but devastating effect. LOADING MECHANISMS Muzzle-loaders Early firearms are loaded by inserting the gunpowder charge and the bullet in the muzzle of the gun and ramming them down to the breech. Breech-loaders Breech-loading guns are faster to reload than muzzle-loaders. weapons used by soldiers in some of the most violent conflicts of Earth’s history. but longer to reload a magazine or to reload a revolver. A submachine-gun inflicts 5 Wounds on each target when it is set to single shot or used to fire into an area. the only important information is how many rounds a gun can fire before it runs out of ammunition. All guns can be used as makeshift blunt weapons in hand to hand combat. Even the Daleks had recourse to a machine-gun when their blasters failed them on the energy-draining planet of Exxilon. revolvers. revolvers and shotguns All pistols. a maximum of three bursts can typically be fired using the same magazine. He would. whether they are able to reload it or understand how it works is another matter. roll three times to hit three targets. Referees who wish fully to detail actual weapons should feel free to do so. Firearms are classified according to their loading mechanism and their power. Most of the time a referee need not worry about the time it takes to reload such guns. This time-consuming process gives them a slow rate of fire. A submachine-gun set to automatic expends 10 shots in a burst. muskets and rifles. one after the other in different turns: its rate of fire is two shots every three action turns. Rifles and muskets A rifle or musket inflicts 5 Wounds.DOCTOR WHO — TIME LORD characters in TIME LORD should be able to pick up a gun and fire it. Single-shot setting increases the difficulty to hit a target by one. Blunt weapons or brawling abilities are appropriate to this use: any gun used this way inflicts 3 Wounds. A firearm is a small gun that uses an explosive charge to fire a bullet. revolvers. Soldiers in UNIT or from the time of the English Civil War or the French Revolution would typically be armed with a firearm of some type. The term embraces flintlock pistols. A magazine or revolver with up to six shots capacity takes two actions to reload. Shotguns are classed as breech-loading guns. pistols and rifles typically have six-shot magazines. and submachine-guns typically have 30-shot magazines. for example. inflict 5 Wounds and have a maximum range of four areas. revolvers and shotguns. It takes two actions to reload a muzzle-loading pistol. Revolvers. A submachine-gun set on automatic and used to fire at only one target inflicts 6 Wounds. Muskets increase the difficulty to hit a target by 1 because they are inaccurate. other magazines take two actions for every six shots they contain. Guns with magazines Rifles with magazines. The fastest rate of fire possible with a flintlock pistol is one shot every three action turns. It shoots powerful bolts of energy which are capable of damaging steel and concrete. Pistols. can be reloaded as one action and is then ready to fire two shots. Different cultures in the 55 . All breech-loaders take one action to reload. the second determines the number of Wounds that a gun inflicts. a single hit is enough to put down most opponents. it is one shot every four action turns for a musket.

Most explosives used in a quantity capable of being thrown. 56 . There are few weak points in a suit of full armour: those that exist are limited to eye-slits and the inside of joints. whereas Daleks have gunsticks which rely on nuclear energy. Apart from these differences and some slight variations in performance. however. body armour always counts against any attack against the wearer unless that attack is aimed at a part of the body that is not covered by the armour. A soldier would be equipped with a blaster in much the same way as he would receive a sword or axe in ancient times. It is the type of armour worn by Earth’s medieval knights and alien species such as the Daleks. Body armour covers only the wearer’s torso. Primitive societies have more use for armour than advanced ones simply because their ancient weapons are more likely to be deflected by armour: there are few suits of armour that can withstand gunfire and still be practical to wear. their warlike enemies make frequent use of these defences. Nitro-nine is more effective: one can inflicts 7 Wounds to targets in the area of detonation and 4 Wounds to targets in adjacent areas. some of which have built it into their very form. Yet strong armour is still used by technologically advanced species. A blaster that is set to stun inflicts half the maximum number of wounds it is capable of doing. depending on their power. Yet the blaster is far more flexible as a weapon: it can be used to hit targets at a distance and it can be set to kill or stun opponents. A Greek hoplite’s skirt and cuirass. Most Earth soldiers’ blasters inflict a maximum of 6 Wounds. which would inflict 6 Wounds in the secondary zone of effect. the Explosives ability is used to place them accurately for a controlled explosion or for demolition work. half maximum Wounds in the secondary zone of effect. The Daleks and the Cybermen have both harnessed the properties of alloys and metals to create armour that is tough enough to withstand the firepower of the races they seek to dominate. The zones are calculated the same way as those for explosives in Part Five. a knight’s hauberk and a policeman’s bullet-proof jacket all count as body armour. When a blaster is set to kill it inflicts the maximum number of wounds it is capable of doing. Shells from field guns and the like can be improvised in their effect: they are area weapons with an even greater radius of effect than grenades. including grenades and bundles of dynamite. Although it may sometimes do no more damage than more primitive weapons such as UNIT’s rifles. This is usually sufficient to lightly injure a typical opponent and make him fall unconscious. They can also be aimed at an area. All targets in the primary zone of effect of an explosion are attacked at the full Wounds value of the explosive. Full armour is heavy and restricting: the Move of any creature or person wearing it is reduced by 1 unless the armour forms part of its natural skin or an in-built part of its mechanism.DOCTOR WHO — TIME LORD universe have developed blasters which use different forms of energy. rounded up. Larger quantities of explosives inflict proportionately more damage. all blasters are treated the same way in TIME LORD. These weapons have a range of 6 areas and inflict 8 Wounds if they hit. body armour and partial armour. all targets in the secondary zone of effect are attacked at half this value. Most soldiers set their blasters to kill. GRENADES AND EXPLOSIVES Area weapons such as grenades. which makes the threat of a hit an unpleasant proposition for a character. Sea Devils’ weapons use heat. its flexibility more than compensates. ARMOUR AND SHIELDS Although neither the Doctor nor his companions have much use for armour or shields except as part of a disguise. Referee’s notes on explosives. A suggested Wounds score is 12. The Thrown Weapons ability governs their accuracy when they are thrown into an area. typically inflicting the maximum number of Wounds to targets in the primary zone of effect. Soldiers from 21st century Earth and beyond use lasers that use the energy of light. an arm or the head. HEAVY WEAPONS It is unlikely that any character will use more powerful weapons than the hand-held weapons outlined here. say. inflict 6 Wounds on every person in the same area and 3 Wounds to anyone in an adjacent area. UNIT troops frequently resort to bazookas to deal with alien menaces. Blasters are personal weapons with a limited range. Most Earth soldiers’ blasters inflict 3 Wounds when set to stun. This is enough to seriously injure or kill a typical opponent. although a heavily armoured target such as a Dalek or Cyberman may completely escape damage. in which case the explosive shell inflicts 6 Wounds to targets in the area of detonation and 3 Wounds to targets in adjacent areas. Explosives and grenades attack not only the area they are detonated in but also adjacent areas. There are three categories of armour: full armour. Body armour would not count against a blow aimed at. Full armour always counts against any attack against the wearer unless that attack is aimed at a weak point. sticks of dynamite and cans of nitro-nine need special mention. Ice Warriors and Cybermen. Full armour is an all-encasing suit of armour that protects its wearer from top to toe. grenades and areas of effect appear in Part Five. Like full armour.

arms or legs. Overlapping plates of metal provide flexible joints in full suits of this type of armour. It is typically worn as padding beneath metal armour. but also includes leather jerkins and biker’s leathers. in effect making it Armour 6 against lasers. Protection is always expressed in the form Armour 2. Unlike full armour and body armour. It rates as Armour 5 and is the best that can be achieved through Earth’s metalworking techniques. Shields are a special type of partial armour. partial armour counts only against attacks that are aimed at the part of the body it protects. gauntlets and helmets. his blow lands as if the defender were wearing no armour and he tests to overcome the defender’s Strength as normal. Shields always increase the difficulty of hitting the wielder. Many helmets also count as plate metal armour. his blow does not injure the defender: the armour has deflected or absorbed all of the damage. in some ancient civilizations it is even the best armour that can be produced. impact-resistant plastic fibres woven together into a cloth or bonded into strong plates. leggings. vambraces. If worn as full armour. If the attacker fails to beat the difference between Wounds and Armour. A buckler increases the difficulty by 1. A helmet is the commonest piece of partial armour worn by soldiers: whether it is a Viking helmet. Primitive armour Padded cloth is the most basic type of armour and affords little protection. Plastic-fibre armour rates as Armour 5. Soft leather is little better than padded cloth. however. Plate metal armour is the beaten breastplates of Greek warriors or the full suits of armour worn by late medieval knights. Anyone attacking her has to get through this armour if they hit. who is Size 4. It is the type of armour typically worn by castle guards. Armour 3. sometimes with sleeves. 57 . The protection that armour affords depends on the material from which it is made. It is most commonly worn as a quilted hauberk. is Size 6. Tough leather is soft leather armour that has been specially treated. Any attack whose Wounds are greater than the defender’s Armour automatically gets through the armour. Leela’s durable leather clothing is the equivalent of tough leather body armour: she has Armour 3 covering her chest and abdomen. Leela could also add any benefits from dodging or parrying to her defence. does have its uses: it protects vulnerable parts of the body from disabling attacks and allows anyone wearing body armour to reduce the number of vulnerable points. sleeves. making it a far harder target to hit than Leela as a whole. It is the material used to make bulletproof vests and riot gear and offers protection against attack in a lightweight form. If the attacker beats the difference between Wounds and Armour. Padded cloth is Armour 1. a larger shield increases the difficulty by 2. Soft leather is Armour 2. Tough leather is Armour 3. although exceptionally thick and heavy winter clothing may give the same effect. where the number is the difficulty that must be overcome by the Wounds inflicted by the attack. plastic-fibre armour does not reduce the Move of its wearer. Her arm. Advanced armour Plastic-fibre armour consists of strong. however. unless they choose to make an aimed attack at her head.DOCTOR WHO — TIME LORD Partial armour is the individual elements of armour that go into making up a full suit of armour: it includes greaves. They are effective only against attacks from the front and shield side that the wielder is aware of. Reflective armour is intended to reduce the effect of laser blasters by reflecting or dispersing the high-energy beam of light. it has no general effect against attacks. Leela’s armour does not protect her if an attack hits one of these areas. It counts as plastic-fibre armour but with the ability of Special Immunity 1 against laser light. Partial armour. Armour 8 and so on. It rates as Armour 4. Flexible metal armour comprises linked rings of metal or small scales of metal sewn to a leather undercoat and is commonly known as mail or scale armour. the tin hat of an English Tommy from the First World War or a Gallifreyan guard’s headpiece it is a useful defence against a sly attack from behind.

Even companions of the Doctor have died in the course of his adventures. but this alone will not save them. but a moment of rashness. although he may attempt to recover consciousness. In effect they increase a character’s Strength. He may not heal his wounds until he receives medical attention such as First Aid or Medicine. He is seriously wounded if the number of Wounds he has taken is greater than his Strength but less than or equal to twice his Strength. Dead The character is dead and cannot be brought back to life. seriously wounded if he has taken 4 to 6 Wounds. or has been knocked out by a gentle blow from a blunt weapon. even the Doctor who can regenerate to survive attacks that would kill an ordinary person. although First Aid or Medicine could quickly return him to full health. Captain Cook in The Greatest Show in the Galaxy was killed.DOCTOR WHO — TIME LORD DEATH AND INJURY All characters should fear death in TIME LORD. A seriously wounded character who does not receive medical attention takes one Wound for each hour (four research turns) he does not receive attention: such a character will eventually die. Players should certainly not treat their characters as if they had script immunity: to a certain extent they do. The character can recover from such an injury quickly. is lightly wounded if he has taken 1 to 3 Wounds. for example. A character with Strength 3. have been applied to dead characters and it may be that the dead can walk again. carelessness or nobility may make this a real danger. Grisly experiments or powers. Lightly wounded A character who is lightly wounded has received a wound which is only a graze. 58 . but the Gods of Ragnarok animated his body long enough for him to perform a service for them. A lightly wounded character does not need medical attention to heal his wounds. A character is lightly wounded if the total number of Wounds he has taken is equal to or less than his Strength. and dead if he has taken 7 or more Wounds. It is unlikely that a character who behaves sensibly in an adventure will die. however. Seriously wounded A character who is seriously wounded has received a painful wound that needs medical attention or a long time to heal. A character is dead if the number if Wounds he has taken is greater than twice his Strength. allowing him to take a greater number of Wounds before dying or being seriously wounded. for example. The number of Wounds a character has taken and the character’s Strength determine his health. First Aid may be sufficient to make a seriously wounded character only lightly wounded. Some abilities such as Cheat Death or Iron Constitution affect a character’s resistance to pain and even death.


Anyone who is overcome can try to regain consciousness at the end of each action turn except the one in which he fell unconscious. When all opponents have been overcome or restrained, however, a character may try to recover from being unconscious only at the end of each research turn that has passed since the fight finished. An overcome character may therefore be able to return to the fight if he is only lightly wounded, but if he is still unconscious after the fight he probably needs medical treatment. Whether a character recovers or remains unconscious depends on his Strength and his Wounds. He recovers at the appropriate time by beating the difference between his Strength and his Wounds. Anyone who recovers may act normally, although they are still wounded: Wounds are removed only by healing. A character whose Strength is greater than his Wounds automatically recovers at the end of the turn after the one in which he was wounded. Such a character is only lightly wounded: in effect he has been dazed or winded by the force of an attack. Seriously wounded characters — those whose Wounds are greater than their Strength — can take some time to recover and it may even be impossible for them to do so without assistance. Such a person, however, may recover just in time to save the day or execute the next part of his master’s evil plan.

A Kaled scientist has been badly injured, receiving 6 Wounds from an attack. He has Strength 3, which means he recovers if he can beat the difference of 3. He fails to do so while the combat rages around him, but after everyone has left he has a chance to recover every research turn and might be able to alert Davros and the Daleks to his failure.

Wounded characters will get better of their own accord as time passes, provided that they are not too badly wounded. This process is called natural healing. Natural healing removes Wounds equal to the character’s Strength for each week of bed rest: the damage is healed at the end of such a week. Healing continues until the character’s Wounds level is zero, at which point the character has fully recovered. No character may have a negative Wounds score. First Aid and proper medical attention can speed the natural healing process.

A character with Strength 3 would recover three points of Wounds after one week of bed rest. If he had 5 Wounds, after one week he would have 2 Wounds, and after two weeks he would have 0 Wounds.

Use of First Aid
First Aid may be applied only once to a wounded character: it assumes that whoever administers First Aid tends to any injuries as best he can. A character with the First Aid ability immediately heals Wounds equal to the value of his special ability if he can beat the difference between his total ability and the Wounds of the injured person. Anyone who applies First Aid but fails to heal Wounds has still bandaged the injured person, who will not suffer further wounds due to bleeding. First Aid requires basic medical facilities, such as clean bandages and water, or a first aid kit.

Katarina has Control 2 and First Aid 2, giving her a total ability of 4 at First Aid. She cleans and bandages the wounds Steven received at Troy. He has received 6 Wounds, which means Katarina must beat the difference of 2 to succeed. She reduces his Wounds by 2 if she succeeds, otherwise she merely makes a neat job of bandaging him.

Use of Medicine
Characters with the Medicine ability are trained doctors or nurses who understand the medical techniques and drugs of their time. Anyone with the Medicine ability can heal Wounds equal to his special ability on its own if he can beat the difference between his total ability and the injured person’s Wounds. Medicine may be applied to any injured character, provided that no other such attempt has been made in the previous 24 hours. A failed attempt at Medicine does not prevent further attempts at using this ability, although each attempt must be at least 24 hours later than any other. Medicine, however, requires specialized drugs or equipment to be effective. Many useful items may be kept in a doctor’s bag, for example, but this does not mean that all the required drugs are carried. A doctor might carry antibiotics with him, for example, but have no antidotes for snake venoms. Applying the wrong medication brings no benefit.

After Katarina has successfully applied First Aid to Steven’s Wounds, the Doctor examines him. The Doctor has Knowledge 6 and Medicine 1, giving him a total Medicine ability of 7: he deduces that Steven’s wound is infected,


but does not have the right drugs to cure his companion. He sets course for a planet that he hopes will provide the right drugs. Once he finds them, he needs to beat the difference between his total ability of 7 and Steven’s Wounds, now standing at 4, to heal 1 Wound a day. His ability is high enough automatically to succeed, but without the drugs he is powerless. After Katarina’s attention, Steven regains consciousness after one research turn. His Strength of 5 means he is now only lightly wounded because he has only 4 Wounds. The referee, however, rules that the infected wound is equivalent to a slow-acting poison of potency Wounds 3, and rolls the dice every six hours (24 research turns) to see whether Steven falls unconscious again. As the Doctor speeds the TARDIS towards civilization, Steven seesaws between wakefulness and sleep.



Some creatures are especially dangerous because their attacks rely on venom rather than damage to kill or paralyse opponents. Whether such a creature is a snake or a Cybermat, all companions should be wary of its attacks. Not all poisons come from creatures: intelligent men and creatures often use them on weapons or in food either to kill or drug their enemies. Such poisons are encountered only rarely. Poison come in two basic types: slow-acting and quick-acting. It may be injected, ingested or rely on contact with the skin to take effect. A slow-acting poison gradually builds up in the body of its victim until it reaches a lethal dose, whereas a quick-acting one immediately attacks its victim at full strength, and gradually loses its effectiveness as the victim’s body shrugs off its effects. All poisons have Wounds ratings that represent the maximum effectiveness of that poison.

Quick-acting poison
A quick-acting poison attacks the Strength of the character with its full Wounds rating. If it overcomes the character, either because its Wounds rating is higher than the Strength of the character, or because the referee beats the difference between these values, then the character is overcome and takes Wounds equal to those of the poison. After the initial attack, the poison continues to attack the character’s Strength but at reduced values. The Wounds rating of most quick-acting poisons decays at a rate of one point an action turn: after one action turn a Wounds 6 poison attacks at Wounds 5, delivering 5 Wounds if it overcomes the character’s Strength. Once a poison reaches Wounds 0 it has no further effect. Any further attacks which increase the level of toxin in the victim’s body increase the Wounds only up to the maximum for that poison. A Wounds 6 quick-acting poison is deadly and rare; snake venom is typically Wounds 4 or Wounds 3.

Slow-acting poison
A slow-acting poison increases in effectiveness from 1 Wound up to its maximum Wounds rating. The usual rate of increase is one point every research turn, although those poisons that rely on repeated doses to take effect increase in effectiveness only when each dose is given. If the current Wounds rating of a slow-acting poison beats the Strength of a character, either because the Wounds rating is higher than the Strength of the character or because the referee beats the difference, then that character is overcome. A slow-acting poison wounds a character only if it overcomes his Strength. Slow-acting poisons that do not require repeated doses decay in potency once they have reached their maximum Wounds rating. The rate of decay is equal to the rate at which they increased in potency. Poisons that rely on repeated doses can be maintained at their maximum level by further doses. Once a slow-acting poison has decayed to Wounds 0 it has no further effect.

Lethal poisons that inflict enough Wounds on a character will kill him. The Wounds inflicted by such a poison can be healed by natural healing, although this is usually too slow to prevent the character from dying. First Aid will be effective if applied, but usually heals too little to counteract the effects of poison. Medicine, with the appropriate antidote, is the only sure cure. The correct antidote immediately and completely neutralizes the poison and allows healing to take place. Poisons that paralyse or make a person sleep do not kill: they achieve their effects with the object of keeping the victim alive. Wounds inflicted by such a poison may be healed through natural healing while the character is paralysed or asleep. First Aid and Medicine are also effective.

Wounds inflicted by dirty weapons, such as swords or spears from primitive civilizations, may be infected. Such Wounds can be treated as slow-acting poisons, building up from Wounds 1 to a maximum of Wounds 3, with an effect time of 6 to 24 hours. The referee may change these values depending on the circumstances.


and particularly dangerous ground. The type of ground that the character falls on decides the base amount of Wounds that are inflicted. for example. so a fall of 3 metres. the Wounds that would be inflicted by the fall count as the difficulty of avoiding injury. inflicts 2 Wounds. such as Swimming to represent diving into water. hard ground. inflicts 1 Wound. There are usually 3 metres to each vertical area. If a character attempts to use an appropriate ability to avoid injury. the same fall into water would inflict only 4 Wounds. is only a fall of one area. a fall of 10 metres is a fall of four areas. One slip when ascending or descending a cliff face can mean death or severe injury at the least. A fall of 3 areas onto rock would inflict 7 Wounds. The number of Wounds a character takes from any fall depends on the distance he travels and the ground he lands on. rock inflicts 3 Wounds. The number of areas the character falls is added to this base value to determine the total number of Wounds inflicted. Soft ground. such as jagged rocks or spikes inflicts 4 Wounds. such as packed earth. 62 . Distance is measured in terms of vertical areas: the referee decides how many areas represent the distance. such as mud or water.DOCTOR WHO — TIME LORD FALLS Vertiginous heights are very much a part of DOCTOR WHO. and characters should quite rightly be wary of them.

If he is overcome. They must beat the difference at the end of every research turn instead of every action turn. and would only start trying to beat the difference on the fifth turn. Characters put into a hypnotic trance. with Strength 4 and Iron Constitution 1 has a total ability of 5 to resist suffocation or drowning: he could easily remain without air for four action turns. by the removal of air from an airlock — better than usual. The number of action turns that a character is without completely without air counts as a difficulty against Strength that he must beat to avoid taking damage. 63 . a special ability such as Iron Constitution increases his resistance. the effect is much the same: they cannot breathe because their air supply has been cut off. for example. can resist the effects of suffocation — caused. however. Turlough. he have a chance to recover at the end of the next turn to resist the further effects of oxygen deprivation.DOCTOR WHO — TIME LORD SUFFOCATION AND DROWNING Whether a character is drowning or suffocating. Any character who fails to beat the difference takes 3 Wounds. If he fails to recover he automatically take 3 Wounds.

DOCTOR WHO — TIME LORD PART FOUR The Cast of Thousands 64 .

Pseudoscience 1. Time Lords have two hearts. is that you never know what you are going to get. to the dull. As masters of time travel. revealing new talents and obscuring old ones. pince-nez. He prefers the freedom of roaming throughout time and space. and the Doctor is as likely to get caught up in events over which he has no control as he is to stumble across Daleks or Cybermen. however. If he interferes willingly. Most remarkable of all their abilities. Sleight of Hand 1. wing-collared white shirt. In this incarnation. and is entitled to wear its scarlet and orange ceremonial robes. Even as a crusader of time and space. Running 2 Knowledge: 6. along with the names of the companions he has regularly travelled. TARDIS key Strength: 3. A Time Lord. the Doctor is known as a graduate of the Prydon College of the Academy. are not always easy on the Doctor or his companions because his new personality takes time to stabilize. He is vain. the first incarnation of the Doctor is distinctive enough before even considering his lined. He is undoubtedly an eccentric. the Doctor is in self-imposed exile from Gallifrey. As far as the Doctor is concerned. The trouble with regeneration. TARDIS 1 Determination: 7. Bureaucracy 1. and the heliotrope-clad Patrexes. even in his somewhat unreliable TARDIS. however. Like a snake shedding an old skin. no matter what arguments are raised against him. Astrogation 1. all Time Lords can regenerate their physical form to compensate for massive tissue damage and to avoid impending death. his people have a responsible policy of non-interference in the affairs of other species. although a new incarnation is likely to be unhappy about the changes to his physiognomy. limiting his form to thirteen incarnations and ultimately restricting his apparent immortality. Medicine 1. Electronics 1. The Doctor is currently in his seventh incarnation. His TARDIS is as temperamental as he is. he always acts for the best of intentions. The Doctor’s weapons are truth and bluff: use them well! THE FIRST DOCTOR Apparent age: late 60s Species: Gallifreyan Equipment: Walking cane. Eloquence 2. penetratingly intelligent blue eyes and long. but a particularly clever one. There is seldom any consistent plan to deal with enemies. Each of the seven Doctors is detailed on the following pages. Striking Appearance 2 Dressed in a black frock-coat. however. who wear green. Regenerative Powers 3 Control: 4. he knows best 65 . a phenomenal constitution that enables them to withstand environments that would kill a human. regimented existence of the Time Lords. can regenerate only twelve times. MacGuffin 2. Cryptanalysis 2. Such regenerations. His physical size and appearance change as well. especially to balk the forces of evil that are at work in the universes of matter and antimatter. Disguise 1. Anyone who is given the role of the Doctor to play should carefully study the abilities and traits of the appropriate incarnation. Blunt Weapons 2. On Gallifrey. Iron Constitution 2. blue-stoned ring. Each incarnation of the Doctor has unique traits and abilities. hawklike face. the Doctor is seldom methodical. and an ability to fall into a self-induced trance (in effect. silk handkerchief. Stealth 1 Size: 3 Weight: 4 Move: 2. the planet of the Time Lords. Law 2. to the extent that in his first and second incarnations he has no real control over its destination. Detective Powers 1. Intuition 2. The Doctor is commonly mistaken for ambassadors or badly needed experts. Prydonians are considered to be the best students out of the Arcalians. a practice that the Doctor is constantly trying to prove is wrong: he believes interference is sometimes warranted. self-hypnotism) to save them from truly harmful conditions. Acting 1. Refined Palate 1. what the Doctor knows in one incarnation does not necessarily transfer to the next one. Bench-thumping 1. Indomitable Will 1 Awareness: 4. Cheat Death 2. Parts of his memory open and close. his skills are likely to be put to use before he has a chance to explain — by which time it is too late to protest. is that of regeneration. cream and brown checked trousers and waistcoat. as the Doctor says.DOCTOR WHO — TIME LORD WHO IS THE DOCTOR? An incorrigible meddler in the affairs of other species. Fisticuffs 1. Bargaining 1. the Doctor is tetchy and temperamental: one moment he can be warm and friendly. These names are provided to tell the players and the referee alike which companions travelled in the TARDIS at the same time so that only suitable ones adventure together. the next he can be accusing his companions of all kinds of treachery. Robotics 1. black floppy ribbon tie. Sensitive Nose 1. swept-back white hair. Science 2. arrogant and determined to get his own way. either. First Aid 2.

When he displays his bloody-mindedness. sometimes erroneous judgments on good and evil. sulky and then bemused in a matter of minutes. voluminous silk handkerchief. Transmat 1 Determination: 5. THE SECOND DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Gaily painted recorder. wrinkled face. Suitable groups of companions: Polly and Ben. which is framed by a mop of tousled black hair. By nature the Doctor loves a puzzle: he is intrigued by things that are out of place. Law 2. Science 2. the Doctor can look cheerful. and he will do his utmost to thwart or destroy what he believes is wrong. the Doctor appears distinctly ruffled and comical owing to his shapeless clothing: he wears a baggy black frock-coat. While the Doctor thinks he will often toot tunes on his recorder to relax or even dance a jig. Yet beneath the charm he can be a devious schemer. Ian. ill-considered action. Cryptanalysis 2. His charm can equally be turned on powerful leaders to gain their favour. MacGuffin 2. Even when things are against him. Polly. Yet the Doctor’s clowning and seeming ineffectiveness is not always an act: he is easily flustered. His moral sense of good and evil is more balanced. He regards all of them as largely ignorant of science and short of ideas. Marksmanship 1. Polly and Ben. black and pale pink broad-checked trousers. his strong mind and ability to think quickly make him an inspiring leader who can restore courage to his frightened companions or direct people who are lost in indecision. Pseudoscience 3. making his own. pale blue short-sleeved shirt. Ben and Jamie. He can become obsessed with small objects that to him are quite important yet seem irrelevant to anyone else. and he will often confuse them: Ian Chesterton often gets called Chesterfield. The crusty nature of his first incarnation has gone: the Doctor welcomes the presence of companions aboard the TARDIS and meets the unknown with a cheerful. Brawling 1. He often seems to be nothing more than a bumbling idiot. Medicine 1. from which he is a runaway. Cheat Death 2. The second Doctor is an accident waiting to happen: he blunders his way through space and time relying on luck and quick thinking to extricate himself and his companions from trouble. Iron Constitution 2. Sleight of Hand 1. Suitable groups of companions: Ian. Mischievous blue eyes twinkle out of his cheerful. disarming grin. Vicki and Steven. 500-year diary. He regards his companions as charges that need protecting and shows great concern should one of them go missing or be threatened. Stealth 2 Size: 4 Weight: 3 Move: 3. On his travels the Doctor will talk little of his home planet. Indomitable Will 2 Awareness: 4. telescope. Hypnotism 2. an illusion that is usefully disarming and conceals the Doctor’s true intelligence from potential enemies. For all his seeming intelligence and capabilities. Intuition 2. the Doctor is sometimes just bluff and bluster. the Doctor becomes an alarmingly aggressive figure: if he loses an argument he becomes ruffled and unsettled. Con 2. Musicianship (recorder) 1. for instance. Detective Powers 1. Resourceful Pockets 2. but somehow they get results. Bench-thumping 3. Temporal Science 2. His scientific methods are haphazard. The Doctor will clown his way through adversity to put his enemies off guard until he finds their vulnerable points. sonic screwdriver. Electronics 2.DOCTOR WHO — TIME LORD and everyone had better do it his way. Virtually all the Doctor’s new acquaintances are mistrusted when they travel in the TARDIS and it takes time for the Doctor to treat them as friends. Jamie and Zoe. At the same time. Barbara and Vicki. TARDIS 2. Running 1 Knowledge: 6. TARDIS key Strength: 4. the Doctor continually thinks of escape plans or ways of outbluffing or outmanoeuvring his opponents. To all intents and purposes he is a gentleman time-traveller with a limited ability to control his ship. First Aid 2. Robotics 1. Regenerative Powers 3 Control: 4. Jamie and Victoria. small straggly navy bow-tie with white polka-dots. Piloting 1. Steven and Dodo. His memory for names is poor. 66 . and scuffed ankle. especially by his less experienced companions. who can panic him into hasty. sad. He maintains his clear-headedness by abstaining from alcohol. Striking Appearance 2 In his second incarnation. but will quickly assume the credit for any of his companions’ cleverness. It is then that he begins to doubt his abilities or the safety or effectiveness of equipment. He is somewhat amoral. A victim of fast changing moods. Barbara and Susan.

He typically wears an elegantly tailored black velvet jacket. His clothes are decidedly eccentric: a light grey wool coat trimmed with black felt on the collar and cuffs. Intuition 2. Intuition 2. Sleight of Hand 2. Striking Appearance 2 The fourth Doctor is a lively. flexible face is lined and wise-looking. Captain Yates and Liz. The Doctor is an incorrigible tinkerer and a great lover of gadgets and different means of transport. Refined Palate 1. Running 1 Knowledge: 6. he continually tries to overcome the physical limits they have put on the TARDIS and the mental block he has on dematerialization codes. sonic screwdriver. Driving 1. Lockpicking and Safecracking 1. TARDIS 2. MacGuffin 2. Indomitable Will 2 Awareness: 4. Disguise 1. Driving 2. Computing 1. black bow tie and black cape lined with purple silk. black trousers. Explosives 1. Robotics 1. matching 67 . the Doctor is an exponent of Venusian karate — one of the few beings with two arms that has been able to master this martial art — which he is quite prepared to use in self-defence. he should have the abilities TARDIS 2 and Temporal Science 2. Iron Constitution 2. First Aid 2. The Doctor is a humanitarian and an environmentalist. The third Doctor’s dandified image is complemented by an appreciation of fine wine and food: he is undoubtedly a connoisseur. Law 1. Regenerative Powers 1 Control: 5. Bench-thumping 2. Rules and authority figures irritate the Doctor: he detests the stonewalling of politicians or bureaucrats when action must clearly be taken. Sergeant Benton. First Aid 2. Science 2. Jo or Sarah. Suitable companions: The Brigadier. Striking Appearance 2 If the second Doctor was a clown. THE FOURTH DOCTOR Apparent age: mid 30s Species: Gallifreyan Equipment: Bag of jelly babies. then the third Doctor can be described only as a dandy. he has piercing blue eyes and mid-length white hair. Lockpicking and Safecracking 1. Stealth 2 Size: 3 Weight: 4 Move: 3. bohemian adventurer with a great passion for his travels in time and space. Electronics 2. He is always ready to risk himself to save others. Pseudoscience 3. Cryptanalysis 2. He always seeks to negotiate a peace between intelligent species. encouraging them to live together in harmony rather than fighting. Astrogation 1. Sleight of Hand 2. Temporal Science 2. Medicine 1. Pseudoscience 3. Occult 1. Medicine 1. Cheat Death 1. Very much a man of action. Iron Constitution 2. Cheat Death 2. Running 1. Piloting 1. Resourceful Pockets 1. Mechanics 1. a white shirt with ruffled front and cuffs. Archery 1. he will preach to companions and opponents alike. Occult 1. Exiled to Earth by the Time Lords. Note: If the third Doctor’s knowledge of time travel has been restored. ultrasonic dog whistle. Hypnotism 1. Brawling 1. Resourceful Pockets 2. Martial Arts. He is often to be found head down at work on some circuit in the TARDIS’s control console or making improvements to his antiquated yellow car Bessie. Command 1. Sailing 1 Knowledge: 6. TARDIS key Strength: 5. long scarf. Archery 1. He is the voice of reason when others prove indecisive or obstructive. Edged Weapons 2. Regenerative Powers 3 Control: 5. Electronics 2. Indomitable Will 2 Awareness: 4. Computing 1. TARDIS 1 Determination: 6. Transmat 2 Determination: 6.DOCTOR WHO — TIME LORD THE THIRD DOCTOR Apparent age: mid 50s Species: Gallifreyan Equipment: Sonic screwdriver. His humorous. Yet he abhors violence and is always ready to criticize the excessive or unnecessary use of force. Stealth 2. Sensitive Nose 1. Dangerous or pollution-creating technology is an immediate target for his scathing criticism and he is quite prepared to interfere to encourage environmentally sound progress. both causes on which. MacGuffin 2. given the opportunity. Leaping 1. and he greets the unknown with a ‘How do you do’ rather than a gun. Bench-thumping 3. Hypnotism 1. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. TARDIS key Strength: 4. Fast Reactions 1. Science 2.

stick of celery on left coat lapel. however. yet is not out of place: this incarnation of the Doctor is far more vulnerable than previous or successive ones. Resourceful Pockets 1. Adric. Pseudoscience 3. however. The charm. Indomitable Will 1 Awareness: 5. First Aid 2. in his attempts to buy time while he thinks through a problem. Tracking 1 The youthful appearance of the fifth Doctor belies his great age and experience. however. often with no apparent connection. Although he never intentionally neglects the safety of his companions. however. the Doctor is not afraid to shoot an enemy if he believes it is the best and only solution. This incarnation of the Doctor is more of a loner than previous ones: he regards companions as a hazard because they require too much safeguarding. Mountaineering 1. Marksmanship 2. Command 1. He asks questions of other people at random. THE FIFTH DOCTOR Apparent age: early 30s Species: Gallifreyan Equipment: Sonic screwdriver. TARDIS key Strength: 4. Bench-thumping 2. He can be too protective. Piloting 1. Science 2. Stealth 1. Such nervous energy translates into a sense of urgency when the Doctor finally acts. A panama hat with a red hat band is usually kept folded in a coat pocket. Yet their tendency to wander into danger is sometimes the Doctor’s fault: he has a habit of withholding important information while he tries to work out what is going on. the Doctor never seems completely to succeed: his solutions to problems are somehow incomplete and can have tragic consequences. He will inveigle himself into hectic situations before the participants even have time to realize there is a stranger among them. His blue eyes and straight fair hair heighten his innocent appearance. Regenerative Powers 2 Control: 4. He acts for the best of motives. He has a wild-looking face. open-necked shirt and a long scarf that has to be looped round his neck many times to keep it out of the way of his feet. His genius. Romana 2. blue eyes and a mass of unruly curly brown hair. he is angry if anyone ever disobeys such an order. He dresses in old-fashioned cricketing clothes: a long fawn coat with red edging. a cream and brown waistcoat. Cheat Death 2. The Doctor is constantly bubbling with ideas and responds quickly to the stimulus of new information. he dislikes those in authority. TARDIS 2. Detective Powers 1. Computing 1. The ensemble is topped off by a wide-brimmed black felt hat. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. Sleight of Hand 2.DOCTOR WHO — TIME LORD baggy grey trousers tucked into brown calf-length boots. Electronics 2. cricket ball. Brawling 2. Transmat 1 Determination: 6. Witty comments. He often goes along with someone’s plan just to buy thinking time: he has a clear sense of right and wrong. The Doctor will risk his own life to save his friends if they are in trouble and comfort them if they are afraid or upset: he often has to reassure Tegan with the 68 . Driving 1. even ordering companions to stay on board the TARDIS. can conceal a nervous. Like his previous incarnation. leaving behind or sometimes losing vital pieces of equipment. puns and offerings of jelly babies are the Doctor’s weapons against a hostile greeting. cream cricketing pullover and sports shirt also trimmed in red. Romana 1 and K9. Cryptanalysis 2. And his companions often take the blame for his mistakes. the Doctor is a hugely charismatic figure. offering help or advice and sometimes even tinkering before anyone can stop him. Reckless in action. K9 and Adric. He tends to be absent-minded. The Doctor’s carefree approach to his adventures often lands him in trouble from which he sometimes struggles to extricate himself. able to make friends easily with a winning smile and a touch of humour. MacGuffin 2. cream and red striped trousers and white cricket boots. Sport (cricket) 3. Medicine 1. Edged Weapons 2. with a great awareness both of his and his companions’ mortality. Temporal Science 2. his naive approach often endangers their lives. His companions may even find his actions morally unacceptable: despite his abhorrence of unnecessary killing. Running 1 Knowledge: 6. anxious character who is plainly worried about the course of events or the real intent of those people he encounters. Striking Appearance 1. and does not mean to upset his companions. His seeming innocence makes the Doctor a disarming person to meet: he uses boyish charm and a friendly smile to win the confidence of others. Nyssa and Tegan. Leela and K9. Con 1. Odd-looking as he is. is erratic: the Doctor is temperamental and prepared to be bluntly rude to anyone who interferes with his work. Iron Constitution 2. He adopts this approach even in adversity: any captor is likely to be subjected to a stream of seemingly inane observations or witticisms while the Doctor plans his escape. Hypnotism 1. Suitable groups of companions: Sarah and Harry.

Computing 1. Computing 1. His red and green particoloured coat is trimmed with both pink and tartan cloth. Temporal Science 2 Determination: 7. Resourceful Pockets 2. TARDIS 2. he is quite prepared to shoot if needs be. yellow and black striped trousers and orange spats over green shoes. Words are not the Doctor’s only weapon. He is a supreme egotist: he loves the sound of his loud. his favourite song is On With The Motley. Hypnotism 1. becoming smug. Indomitable Will 1 Awareness: 4. vital information and plots that he must follow up to win the game of chess against evil played on the board of the uni- 69 . TARDIS 2. MacGuffin 1. The Doctor is quite pleased with his ability to do the unexpected. Brawling 1. and cannot keep quiet while the other person has his say. Electronics 1. making him look like a timetravelling jester. Cheat Death 2. or if he is wrong. Brawling 1.’ Suitable groups of companions: Adric. Such changing moods make him appear unstable to his companions. Hypnotism 1. He can be unbearable if he is correct. Striking Appearance 1 Although the seventh Doctor looks like a music hall entertainer. Striking Appearance 2 The garish. however. and unnecessarily elaborate. Unsurprisingly. Nyssa. Electronics 2. Suitable companions: Peri or Mel. Regenerative Powers 3 Control: 5. His actions. Temporal Science 2 Determination: 6. Bench-thumping 1. His temperament is somewhat erratic and changes quickly and violently. Animal Handling 1. Turlough and Peri. are often showy. his comical appearance disguises an in-depth knowledge of the nature of the universe. TARDIS key Strength: 4. however. and although he shares his predecessors’ dislike of killing. Pseudoscience 3. Iron Constitution 2. Detective Powers 1. Tegan and Turlough. Cryptanalysis 1. Lockpicking and Safecracking 1. Medicine 2. Running 1. The Doctor is undoubtedly a great warrior of words: debates and arguments excite him and he is a great orator. Keen Sight 1. Bureaucracy 1. Sleight of Hand 2. The Doctor will interrupt an opponent with childish outbursts and rude remarks. Con 2. voluminous handkerchief. Regenerative Powers 3 Control: 4. Musicianship (keyboards) 1. The Doctor likes to sing while he works. Stealth 2 Size: 4 Weight: 3 Move: 3. Marksmanship 2. Leaping 2. MacGuffin 2.DOCTOR WHO — TIME LORD words ‘Brave heart. Escapology 1. Driving 1. THE SEVENTH DOCTOR Apparent age: early 40s Species: Gallifreyan Equipment: Umbrella. Intuition 2. A blue ribbon-like cravat with white polka-dots is worn round the collar of a white shirt and he wears a cat badge on his left lapel. Indomitable Will 2 Awareness: 4. His theatrical temperament permits only him to be the centre of attention. in which case he sulks. Bench-thumping 2. teddy bear. the Doctor has a brash. Fond of his own cleverness. Running 1 Knowledge: 6. brightly coloured clothes that the sixth incarnation of the Doctor wears reveal much about his personality. First Aid 1. Medicine 2. He is prone to pontification. Swimming 1 Knowledge: 7. Science 2. Con 1. THE SIXTH DOCTOR Apparent age: late 30s Species: Gallifreyan Equipment: Golf umbrella. the Doctor can be unintentionally rude in pointing out the mistakes or stupidity of others. Science 2. Cryptanalysis 2. TARDIS key Strength: 5. Intuition 2. It is as if this incarnation has lost areas of memory restored to him. he also wears a check waistcoat. resounding voice and has incredible confidence in his own abilities. Iron Constitution 2. Disguise 2. He is quite able to act quickly and ruthlessly to overcome an attacker. Juggling 1. Pseudoscience 2. Sleight of Hand 2. but to him it is a sign only of genius. Nyssa and Tegan. abrasive personality. First Aid 2. Resourceful Pockets 1. Tegan. Cheat Death 2. Stealth 1 Size: 3 Weight: 4 Move: 3.

he has blue eyes and short. brown check trousers and a white shirt. A woollen pullover in the same colours. decorated with red question marks. In spite of his foresight and planning. He uses his companions as tools against his foes. the Doctor seldom reveals much of his plans to his friends and allies: either there is too much at stake that he forgets to tell them. His comical. He is a great schemer whose plans are woven in time and space. Yet he would never intentionally harm his friends and acts for their best interests. 70 . The Doctor wears a long. although he usually has a back-up scheme. dark brown jacket. He hates authority and if his insistence on action fails to bring results. an approach that is helped by his likeable and easygoing nature and an ability to adapt quickly to local customs. He needs his companions partly to share his burden. educating his proteges and increasing their awareness of the nature of the universe. around the collar of which is a green. Suitable companions: Mel or Ace. Indeed. a straw hat with a narrow upturned brim.DOCTOR WHO — TIME LORD verse. a trait that seemingly betrays their trust in him. or they just would not understand. Mysterious by nature. he seems to take on the role of teacher. red and cream paisley silk tie. he becomes abrupt and abrasive. round face has a forehead that is furrowed by the wrinkles of cosmic worry. His short scarf and the large handkerchief that dangles precariously out of one jacket pocket are made of the same silk. The Doctor bluffs his way into the friendship and trust of others in order to determine what is going on. curly black hair. and a black umbrella with a handle in the form of a large red question mark complete his outfit. the Doctor tends to underestimate his opponents.

Mountaineering 1. Command 1. which is frequently used to devastating effect. 71 . When playing these roles. Swimming 1 Knowledge: 4. Ace is a delinquent. She has long. Characters such as Sara Kingdom in The Dalek Master Plan. It is a severe hairstyle that makes her squarish. destructive weaponry or the unknown. Companions are usually just ordinary people with few remarkable talents. it is partly his concern for their safety that makes him reluctant to accept them on board.DOCTOR WHO — TIME LORD COMPANIONS If there is one thing that is clear about the Doctor it is that he needs companionship on his travels. Ace is petulant and aggressive largely because she is leaving childhood behind and becoming a woman. making the most of sometimes limited knowledge and abilities. Explosives 2. Ace is no fool. Cheat Death 2 Control: 4. black leggings and greasy Dr Marten shoes. There is scope. although at times she is naive. Mechanics 1. Independent Spirit 2 Awareness: 3. a trait that often imperils herself or the Doctor. and even ensuring that his enemies are thwarted should he be knocked out or captured. She typically wears a garishly coloured T-shirt. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. a short black pleated skirt. acting as further sets of ears and eyes to gather information that he needs. aluminium baseball bat Strength: 3. Keen Sight 1. On the Doctor’s request she ‘never’ carries it: one or two canisters. She relishes seeing or playing with machines. Although he may appear abrupt and unfriendly to newcomers in the TARDIS’s crew. unpredictable teenage girl whose experiments with explosives blew her out of 20th century Earth through a time vortex into the far future. Audrey. Marksmanship 2. Anything that Ace fails to understand or that frightens her is usually a subject for destruction. straight mousy hair which is frequently scraped up and back and knotted into a plait. Brawling 1. She has formulated her own. it should be remembered that these characters are fallible: they are not hero figures. more importantly. called nitronine. Science 1 Determination: 3. Leaping 1. He quickly becomes fond of his new friends and is sad to see them leave when they choose to go their own way. and it takes careful and reasoned persuasion to restore her faith. she typically reacts by running away. She hates her 20th century home life in Perivale. Ace’s eyes are hazel. is a person that Ace trusts. The friends and companions of the Doctor listed here are those who have adventured with or known him for longer than one adventure — people who can truly be considered companions. Earth Equipment: Large backpack. can usually be produced from her resourceful backpack. Ace’s scientific interests lie largely in the manufacture of explosives. for such characters to take part in TIME LORD adventures if the referee believes they are necessary — especially if there are too many players to take on the roles of standard companions. Yet they provide vital support for the Doctor. Running 1. Con 2. ghetto blaster. however. self-destructive and prone to sulking if no one pays her attention. and detests her real name of Dorothy and her mother. Resourceful Pockets (pack) 2. To play a companion well. If her trust is betrayed. the Trojan slave Katarina from The Myth Makers and Ray from Delta and the Bannermen are not included: they are secondary characters who have helped the Doctor but not gone on to travel with him on other adventures. Computing 1. The Doctor provides a steadying influence and. ACE (DOROTHY) Apparent age: late teens Species: Human. On the whole she is unruly. Driving 1. pleasant face look hard. however. Blunt Weapons 1. a black satin padded jacket that is covered in badges and patches. Striking Appearance 1 Ace is a dangerous. is a challenge and can prove more rewarding than playing the multitalented Doctor. west London. Put simply. rather than those who travel only briefly in the TARDIS. Late 1980s street fashion is the best description of Ace’s attire.

Acute Hearing 1. She will support and comfort other women who are scared or upset and restrain her own fears while doing so. a snub nose and brown eyes. oval face and green eyes. Beige. His confidence in his own genius makes him arrogant and pugnacious. He is a native of Exo-space — the negative side of the universe — and a descendant of the rapidly evolving marshmen of the mist planet Alzarius. appreciate how useful the young scholar’s skills are to their plans. bouffant. Striking Appearance 2 Barbara is an attractive and intelligent history teacher who worked at Coal Hill School in London. neck-length straight hair. or at least believes is the right one in the circumstances. Earth Equipment: None Strength: 3. He is happiest working out complicated problems for pleasure and can become so involved in a calculation that he fails to notice his companions want to talk to him or have left him alone. the enemies of the Doctor. First Aid 1. she is easily scared by the unknown and can behave irrationally. Thrown Weapons 1 Size: 4 Weight: 3 Move: 3. Despite her ability to reason sensibly. Running 1 Knowledge: 4. however. star-shaped badge for mathematical excellence. Although Barbara is a vulnerable character. Running 1 Knowledge: 5. Intuition 1. History 2 Determination: 3. and he tends to dismiss the opinions of more experienced people. Strong Passion (Ian Chesterton) 2 Awareness: 3. Like Ian Chesterton. although she tends more to appreciate its fineness or the quality of jewellery. He looks about 16 years old. Stealth 1. even to the extent of betraying his friends. good-humoured boy who is concerned about the well-being of his fellow companions in the TARDIS. she enjoys dressing up in period clothing. Mathematics 3. Independent Spirit 2 Awareness: 2. baggy trousers complete his attire. he is a cheerful. Keen Sight 1. she can become distressed if he is not there to comfort her. He wears a yellow jerkin with beige sleeves: on the left breast is a red pocket to which is attached a goldedged. Cheat Death 2 Control: 4. Adric’s fault is that he can take commands or suggestions too literally. 72 . she does have inner strength which can manifest itself in situations where she might ordinarily be expected to break. such as the Master. And she will become assertive if she has to champion a cause she believes in.DOCTOR WHO — TIME LORD ADRIC Apparent age: mid teens Species: Alzarian Equipment: None Strength: 3. Screaming 1. She has brown. Usually. a sharp. Acute Hearing 1. and Adric can find himself manipulated into working against the Doctor. Blunt Weapons 2 Size: 3 Weight: 3 Move: 3. blue. Science 1 Determination: 3. straight hair which comes down to her neck. Barbara typically dresses formally in a matching jacket and knee-length skirt with either a blouse or polo-neck top. Quick Recovery 3 Control: 4. Keen Sight 1 Adric is a young Alzarian scholar who is brilliant at mathematics — a subject for which he has a strong passion. Adric is eager to be accepted by other people because he has no family and no reason to return to his home planet of Alzarius. She is on the verge of becoming the liberated woman that Earth society in the 1960s brought forward. BARBARA WRIGHT Apparent age: late 20s Species: Human. however. In turn. obeying them with studious accuracy. Round-faced Adric has black. She is likely to become emotional when trapped or imprisoned and at times such as this she turns for support to her colleague and close friend Ian Chesterton. His intelligence and scientific approach to life make him vulnerable to the utopian concepts of other people or races.

often calling her Duchess. Benton’s trust in the Doctor even extends to allowing the Time Lord to escape from his custody. Stealth 1. Although he often accepts these tasks stoically. Ben quickly adopted fashionable civvies for his adventures with the Doctor. Swimming 1 Knowledge: 4. As a UNIT sergeant. Benton often ends up obtaining equipment for the Doctor’s experiments and devices or running mundane errands for Captain Yates or the Brigadier. Cheat Death 1. Bureaucracy 1. Ben is used to taking orders. well-intentioned and honest sergeant of United Nations Intelligence Taskforce and is assigned to Brigadier Lethbridge Stewart’s immediate staff. Quick Recovery 1 Control: 4. is very different. Barbara’s reactions and decisions will be strongly coloured if Ian is affected by them. Piloting 1. he would rather be part of the action. Lockpicking and Safecracking 1. Ben will probably do it with little argument. He will argue a point forcefully and insistently even if his efforts are to no avail. Explosives 1. Fast Reactions 1. but neither person seems to realize the truth. His attitude towards the second Doctor. Earth Equipment: Automatic pistol (Wounds 5. Tracking 2 Benton is a charismatic. BEN JACKSON Apparent age: mid 20s Species: Human. Ben has fair. although she tends to restrain her feelings: it is Ian who often speaks for both of them.DOCTOR WHO — TIME LORD The Doctor often infuriates Barbara. He habitually drops his aitches in speech and uses Cockney rhyming slang. He is a dependable character with a strong liking for the Doctor and his travelling companions. Con 2. the Doctor finds this difficult to understand. silencer. Earth Equipment: Penknife Strength: 4. Precision 1. Running 1. Engineering 1. with whom he sympathizes when the Doctor demonstrates the impossible side of his nature. Brawling 1. She is in love with Ian. He wears either a striped shirt or polo-neck and V-neck pullovers with slacks. impertinent Cockney sailor who met the Doctor in 1966 while on a shore posting: his ship had just sailed to the West Indies for six months. sandy hair and hazel eyes. 73 . He regards the Doctor very much as the captain of the TARDIS and treats him with respect. He is quite able to hold his own in a fight and equally can tackle problems that require practical knowledge or where available resources are scanty. so if someone in a uniform tells him to do something. Ben’s experience as an able seaman in the Merchant Navy makes him tough and resourceful. Navigation 1 Determination: 4 Awareness: 3. And if he cannot win by direct argument he will try to think of another way of achieving an objective. Stealth 1 Size: 4 Weight: 3 Move: 3. Range 4). Driving 1. making it a very English relationship. He is a capable tactical leader and an accurate shot: only the invulnerability of aliens to gunfire make his assignments impossible. Ben gets on well with Polly. Ben does not seem to be able to accept the change from a serious old man to what he regards as a clown. as a result he is more argumentative. First Aid 2. Benton will jump his captor. SERGEANT BENTON Apparent age: early 30s Species: Human. Running 1 Knowledge: 4. Mechanics 2. Intuition 1 Ben is an arrogant. however. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Brawling 2. First Aid 2. Marksmanship 3. Wilderness Law 1 Determination: 4 Awareness: 3. Quick Recovery 1 Control: 4. Sailing 1. walkie-talkie Strength: 5. Marksmanship 1. Cheat Death 1. Initially wearing his blue sailor’s uniform with bell-bottoms and cap emblazoned HMS Teazer. Threatening Benton with a gun is a dangerous pursuit: if an opportunity arises.

an independent. His practical. Lethbridge Stewart is a classic example of the officer who leads his men from the front and who would not ask them to do anything he would not do. the Doctor is the man that the Brigadier wants on the job regardless of what government officials say. down-to-earth nature means that he understands little of the Doctor’s scientific mumbo-jumbo. short black hair. a neatly trimmed black moustache and hazel eyes. Earth Equipment: Revolver (Wounds 5. the Brigadier is still sceptical about the Doctor and space-time travel. Solidly built Benton has a squarish face. good-humoured nature means he gets on well with the troops and low-ranking officers alike. First Aid 1. The Brigadier becomes snappy and abrupt with men who fail to accomplish their tasks. although he greatly realizes the Time Lord’s usefulness. Driving 1. If it is inexplicable and alien. Explosives 1. He devises clear. The Brigadier is an exceptionally competent army officer with an ability to adapt quickly and make the most of the resources available to him. complete with a light. he is prepared to accept what the Doctor says is true. but he often finds himself subject to the rules of the nationalistic British government which does not appreciate his global priorities. Running 1 Knowledge: 4. plausible reason even if it is wrong and the alien landscape in front of him does turn out to be somewhere other than Cromer. He will often come up with another. 74 . The Brigadier favours using an old-fashioned Webley pistol as his sidearm. walkie-talkie. sensible plans of action but is overfond of using military force to beat off aliens even if they appear to be bullet-resistant. he rarely drives himself anywhere. Bureaucracy 1. Benton is ‘one of the blokes’ at heart and is sometimes distracted by the desires of his stomach for food! His likeable. worldwide intelligence group that monitors and investigates alien threats. Lethbridge Stewart has a handsome.DOCTOR WHO — TIME LORD Benton suffers from poor luck — people or objects he is suppose to be watching often disappear or go missing — which is sometimes mistaken for incompetence. binoculars Strength: 4. Piloting 1. Quick Recovery 1 Control: 5. angular face. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Indomitable Will 1 Awareness: 4. The Brigadier is slightly chauvinistic and will not allow the Doctor’s young female companions to put themselves in danger. Range 4). blue eyes and mid-brown short hair. As an officer. Marksmanship 2. swagger stick. It has taken only a few adventures with the Doctor to make Benton believe almost anything is possible: although Benton might not understand the Doctor’s scientific explanations. sand-coloured UNIT beret. Command 2. Brawling 1. He dresses in either a khaki uniform or combat fatigues. He variously wears full officer’s uniform or combat fatigues depending on the nature of his assignment. The Brigadier resents and dislikes higher authorities obstructing his investigations and is not afraid to say so or to take action against them. he is usually accompanied by a driver or pilot. He is courageous but not foolish. In spite of regular confrontations with the unbelievable. THE BRIGADIER Apparent age: late 30s Species: Human. Technically he reports direct to UNIT’s main base in Geneva. Wilderness Lore 1 Determination: 4. Fast Reactions 1. Striking Appearance 2 Brigadier Alastair Gordon Lethbridge Stewart is head of the UK section of the United Nations Intelligence Taskforce. Cheat Death 2.

Failure. ham-fisted idiot. First Aid 2. Her youthful impulsiveness and independent spirit are quite likely to send her off on completely different directions from those of her companions. rough London accent which makes her laugh seem rather throaty at times. make him seem over-protective: it certainly irritates Sarah-Jane who is fed up being called ‘old girl’ or ‘old thing’. Escapology 1. Brawling 2. Perhaps Dodo’s most striking choice of clothes is the sleeveless. grey trousers and black shoes. Striking Appearance 2 Cheerful 1960s London schoolgirl Dodo treats adventuring with the Doctor as one big game. She makes extensive use of the TARDIS’s wardrobe.DOCTOR WHO — TIME LORD DODO (DOROTHEA) CHAPLET Apparent age: late teens Species: Human. however. who has described him as a clumsy. in Harry’s eyes. Confronted with the unknown. does not seem to deter him: his strength is that he will keep trying until he succeeds. Driving 1. especially to the Doctor when it is time to be serious. She frolics through time and space with complete faith that the Doctor knows what he is doing and can get his companions out of trouble. Thrown Weapons 2 Size: 3 Weight: 4 Move: 3. Cheat Death 1 Control: 4 Size: 4 Weight: 3 Move: 3. She has a distinctive. Striking Appearance 1 Well-intentioned Harry Sullivan frequently makes life awkward for the Doctor. Marksmanship 1. neatly cut black hair. Dodo maintains her child-like qualities. Harry is a lieutenant in the Royal Navy. low-cut bright red top with a central. Blue eyes twinkle out of Harry’s squarish face. A duffel-coat seems to be all he needs to survive the harshness of cold climates. pale blue shirt and naval tie. even if there is a common aim. Science 1 Determination: 4 Awareness: 2. curly brown hair. Women. are precious. Running 1 Knowledge: 4 Determination: 3 Awareness: 3. Cheat Death 1 Control: 3. smiling face. thick black ring and a short black skirt decorated with many bright red rings that she wore in the Celestial Toymaker’s realm. The outfit was topped off with a floppy red peaked cap. Dodo has a roundish. Harry acts the gallant when women are around and is reluctant to let them do anything remotely dangerous. Screaming 2. ill-considered actions of Steven Taylor and often prevents him from doing something foolish. where he is a medical doctor. Dodo typically wears sensible flat black shoes. Despite her startling adventures. hazel eyes and short. however. Her almost ceaseless optimism can be irritating. fragile objects. Medicine 2. Earth Equipment: Emergency medical kit Strength: 5. which is framed by short. Musicianship (piano) 1. but somehow it has a habit of going wrong. His good-natured and caring approach can. yet will defiantly face adverse situations with a British determination to play things by the rules right until the end. all Harry is likely to comment is: ‘I say!’ Unintentionally chauvinistic. Yet she acts as a welcome check on the hasty. She is easily scared by the unknown. He appears disarmingly friendly. Disguise 2. Harry always tries to do what is best for his friends. 75 . Her naivety means she is easily duped: it would take only a pretence of being injured for an enemy to convince Dodo to drop her guard. He typically wears naval club attire: a navy blazer. Earth Equipment: None Strength: 3. HARRY SULLIVAN Apparent age: early 30s Species: Human. Running 1 Knowledge: 4. He has a frank and hearty manner which translates into a boyish enthusiasm for supposedly glamorous duties such as spying.

however. The Doctor effectively inhibits Ian’s resourceful and inventive nature and arguments are often only prevented by the intervention of fellow companions. Edged Weapons 2. Ian has a handsome. green eyes and short. He usually wears a neat suit with shirt and tie.DOCTOR WHO — TIME LORD IAN CHESTERTON Apparent age: early 30s Species: Human. Ian has adjusted well to time travel and finds the exploration of new worlds is stimulating. hardy and full of fighting spirit. Blunt Weapons 1. Outwardly an observer might notice only that they were good friends. Jamie is a brawny youth with brown hair and blue eyes. Striking Appearance 1 Ian is a forthright teacher who frequently questions the motives and actions of the Doctor. who cannot always work out what the Doctor intends to do. neatly cut brown hair. Mountaineering 2 Size: 4 Weight: 4 Move: 3. Such dressing up brings out the dandyish side of his nature: he will often ask female companions what they think about his outfit. These qualities and his bravery do justice to his title of Sir Ian of Jaffa. is quietly heroic: he might only boast of his exploits after an adventure has ended. Resourceful Pockets 1. Although Ian is hot-tempered. Brawling 2. his tunic if often supplemented or replaced by clothes from the TARDIS’s wardrobe. He is close to fellow schoolteacher Barbara Wright. Cheat Death 1 Control: 4. He is fond of the Doctor. awarded to him by King Richard I of England at the time of the Crusades. The Doctor’s actions sometimes puzzle Jamie. 76 . but is ready to adapt to his environment and wear period clothes. Despite coming from a culture which uses muskets and flintlock pistols. a dirk which is usually stuck in the top of one of his long socks. Earth Equipment: Minor useful items typically found in an Englishman’s jacket pockets Strength: 5. When he does understand what is happening it is quite likely that he will unintentionally blurt out part of the plan before realizing that it was meant to be a secret. Driving 1. although their relationship has developed only during their travels with the Doctor. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. Ian. JAMIE MCCRIMMON Apparent age: late teens Species: Human. his quick-thinking is a constant help when negotiating with other people. Musicianship (bagpipes) 1 The Doctor rescued Jamie from the aftermath of the battle of Culloden in 1746. Unusually for one of the Doctor’s companions. He acts nobly and defensively to help his friends and travelling companions. The young highlander is tough. Science 1 Determination: 4. His meeting with people from other worlds and times reveal that he has a ready wit. Strong Passion (Barbara Wright) 2 Awareness: 3. He wears a kilt and sometimes a plaid. Jamie has no difficulty understanding how to use weapons such as blasters. Jamie carries a weapon. he rarely loses sight of his logic in an argument. Earth Equipment: Dirk (Wounds 4) Strength: 5. Jamie is brave and sometimes has to be restrained from rash actions that would endanger his life. but he has a shrewd mind which is quite capable of tackling practical problems. likeable face. Edged Weapons 2. but the Time Lord’s superior attitude and constant testing irritate him and can lead to arguments and a very strained atmosphere. Cheat Death 1 Control: 3. particularly Barbara. He is more a fighter than a thinker. Running 1 Knowledge: 4. Running 1 Knowledge: 3 Determination: 4 Awareness: 3. although his upbringing means he is superstitious and largely ignorant of technology. Marksmanship 2. Brawling 2. Acute Hearing 1.

UNIT’s headquarters is considerably brightened by Jo’s presence. For a robot. Medicine 1. battery powered and capable of independent action and thought. Stealth 2 Size: 4 Weight: 3 Move: 3. Jo also tends to wear chokers. especially if forced extensively to use his blaster. His responses are short. Mathematics 2. Wounds 3 on stun) Strength: 3. Stealth 1 Size: 5 Weight: 2 Move: 2 Knowledge: 6. quite simply. Martial Arts 1. but invariably hinders him or disrupts his experiments. blue-grey eyes and a cheerful. K9 Apparent age: N/A Species: Robot dog Equipment: Reflective armour casing (Armour 6. Radiation 1) with a weak point (neck. Independent Spirit 2 Awareness: 3. Precision 3. including their numbers and probable intent. Serendipity 3. miniskirts or crisply pressed flares and clumpy platform-soled boots. Explosives 1. even though he may not be able to explain it simply. Tracking 2 Professor Marius of the Bi-Al Foundation designed and built K9 to be. is a sweetie. Cryptanalysis 1. attractive Jo is a fully trained UNIT agent. but her irrational or clumsy actions often have a habit of working out for the best. Highly sensitive scanning systems allow K9 to report on the presence of approaching people or creatures. Keen Sight 2. appealing nature that often enables her to get people to co-operate with her rather than being obstructive. Earth Equipment: Lockpicks and skeleton keys. The greatest weakness of K9 is his reliance on battery power: he needs recharging from time to time. Cryptanalysis 1. she is quite competent in some areas. Acute Hearing 1. rounded collars. The Doctor also cannot resist tinkering to repair or improve parts of 77 . Marksmanship 3. Cheat Death 2 Control: 3. K9 can reliably store and recall data using his computer circuits. TARDIS 1 Determination: 6 Awareness: 4. Acute Hearing 4. Computing 2. Special Immunity. Driving 1. and delivered in a rising electronic voice. counterpointing the sometimes vague requests or statements of the Doctor. The accuracy of his English can be quite humorous. she wears one or more rings on each of her fingers — a gaudy selection of chunky jewellery. K9 can be infuriating to work with as he will orally correct the errors of his master or mistress. Jo has mid-length to long straight fair hair. Armour 2). often with the best of intentions. Most noticeably. an extendible probe in the centre of his forehead allows K9 to make contact with machines and other computers — including the TARDIS’s — to exchange information. It is sometimes hard for some observers to believe that petite. K9 is mobile. Escapology 2.DOCTOR WHO — TIME LORD JO (JOSEPHINE) GRANT Apparent age: mid 20s Species: Human. and is eager to show that she can be of use when one of her specialities is needed. Striking Appearance 2 Poor Jo always tries to help the Doctor. in effect. He communicates with his master by speech. baggy paisley or flower-patterned blouses with large. Size 7. pleasantly attractive face. chunky rings Strength: 3. Although her placement is because of family influence. Lockpicking and Safecracking 2. blaster (Wounds 7 on kill. ‘Affirmative’ or ‘Negative’. Always logical and precise. Con 2. K9 has an inquiring mind. Science 1. Regenerative Powers (circuits only) 3 Control: 3. Jo. confined to one word questions such as ‘Master?’ or ‘Mistress?’ or brief replies such as ‘Mission accomplished’. his portable computer and doglike companion. Running 1 Knowledge: 4. Jo has a lovable. First Aid 1 Determination: 2. however. She is ideal for wheedling supplies out of hardened quartermasters and the like. Electronics 1. He has been programmed with everything his inventor knows and can rapidly assimilate new information. She wears fashionable clothes from the early 1970s: brightly coloured. She is slightly scatterbrained and decidedly accident prone.

80cm long at the base and built out of a grey metallo-plastic. She always carries a hunting knife and often uses a poisonous janis thorn to paralyse and kill her enemies. Striking Appearance 2 Liz Shaw is an attractive. 78 . tancoloured hunting leathers and knee-length leather boots. has long brown hair. Running 1 Knowledge: 2. around which hangs a tartan dog collar. LEELA Apparent age: mid 20s Species: Regressive Human Equipment: Hunting knife (Wounds 4). and believes it is right to celebrate the death of an enemy. clever scientist who frequently proves she is more than a pretty face. Her movements are catlike and betray her fierce background. Acute Hearing 2. Leela has a strongly developed sense of intuition that allows her to sense danger and evil. K9 is ingot-shaped. Running 1 Knowledge: 5. answering at the same time. Tracking 2 Leela is a savage warrior of the Sevateem. LIZ SHAW Apparent age: late 20s Species: Human. Intuition 2. although her adventures with the Doctor mean she is slowly believing less in magic and more in science. Poisons 2. Edged Weapons 2. Detective Powers 1. tough leather body armour (Armour 3). A raised cowling on his snout conceals a blaster that has to be extended for use. Cheat Death 2 Control: 4. Linguistics 2. One result of her direct nature is that she takes people literally and confuses the meaning of unfamiliar colloquialisms and sayings. but a blinding explosion in The Horror of Fang Rock turned them blue. and she often takes independent and sometimes rash action against the advice of the Doctor. leaving him out of action and in bits in the TARDIS. when they are questioned by someone. a tribe of regressive Earth colonists who worship remaining items of high technology as relics. Originally called in by UNIT during the first Nestene invasion. she also boldly states whether something is within her capabilities. Iron Constitution 2 Control: 5. She will often unintentionally contradict the Doctor. Archery 1. Stealth 2. Two curved antennas on his head act as tracking and audio sensors.DOCTOR WHO — TIME LORD K9. The Doctor can summon K9 by blowing on a sonic whistle to which K9’s audio-circuits are programmed to respond. Leela appears to be in her mid 20s. Thrown Weapons 2 Size: 3 Weight: 4 Move: 4. She undertook research at Cambridge University and has degrees in medicine. Medicine 2. however. Leela asks direct questions of the Doctor and other people. Stealth 1 Size: 4 Weight: 3 Move: 3. Her warrior training has made her ruthless and fearless. is meteorites. K9’s flat-sided. his tail is a radio aerial. This primitive background means she is superstitious. She is quick to suggest killing an opponent as a way to get rid of him. His visual circuits are protected by a red panel running across his forehead. A push-button control panel is located in the centre of his flat back. Her speciality. physics and a number of other subjects. Earth Equipment: None Strength: 3. she stayed on as the Doctor’s assistant. Driving 1. K9 can issue printed reports using the hard copy output located in his mouth. Acute Hearing 1. ribbed link. Striking Appearance 2. doglike head is attacked to his body by a flexible. Science 2 Determination: 4. Keen Sight 2. Electronics 2. Janis thorn (fast-acting poison 5) Strength: 5. Independent Spirit 1 Awareness: 4. First Aid 1. about 50cm tall. Disguise 1. Computing 2. Cryptanalysis 1. Wilderness Lore 3 Determination: 5 Awareness: 3. She initially had brown eyes. tanned skin and typically wears hard-wearing.

and a mid-blue top with white polka-dots and pleated tails. Pseudoscience 1. She is quick-witted and will make the most of any opportunity presented to her. as the Doctor says. Mel always seems to be bounding with energy. Acute Hearing 1. Whether she succeeds or fails is largely immaterial: it will not stop her trying to compensate for the faults of others. but Liz also has a tendency to wear outrageously fashionable clothes. Because she is strong-minded. tried to change the ways of an incorrigible space pirate and attempted to imbue an indecisive coward with bravery. When she is calm. Eloquence 2. Science 2. Science 1 Determination: 4 Awareness: 3. As a fitness fanatic. Eloquence 1. voluminous short coat for outside wear. A matching bow in her hair completes her outfit. she can seem squeaky-voiced and anxious. Mel has a thin face and dark green eyes. Screaming 2 Mel is a tireless reformer of people. the one making up for the shortcomings of the other. curly red hair makes her distinctive and easy to spot in a crowd. Her other great quality. Computing 2. Temporal Science 1 Determination: 4. Dancing 1. She is imbued with the peace-loving and noble nature of her father. cream and brown and she tends to wear pink or cream-coloured miniskirted dresses. Mel’s long. When she is excited.DOCTOR WHO — TIME LORD Together. Cheat Death 2 Control: 5. she often has to compensate for the Doctor’s sulkiness by explaining events to people or pacifying them. Running 1 Knowledge: 4. Detective Powers 2. and a white. green-brown eyes and sharp-featured face would make anyone stand out in the scientific community. educational experience. floppy-brimmed hat. is that she has a memory like an elephant’s: she does not forget information or details. Mel is quite adventurous at heart and regards her travels in the TARDIS as an exciting. Stealth 1 Size: 4 Weight: 3 Move: 3. making it sometimes difficult to tell whether she is happy or scared. Screaming 1. Cybernetics 2. Gymnastics 1. which accounts for her belief that there is good in all things no matter how evil they 79 . In spite of her nervous nature. Electronics 1. TARDIS 1. Fair hair. Her outfits are rounded off by knee-length white boots. Command 2 Awareness: 3. Her favourite colours appear to be pink. Con 1. Liz becomes quite serious and intense when she has a scientific problem to unravel. Cheat Death 2 Control: 4. Marksmanship 2 Size: 4 Weight: 3 Move: 3. qualities that suit her computing work in 20th century England. It is easy to tell when she is genuinely frightened: loud screams usually result when Mel is confronted by alien monsters or terrifying situations. Computing 1. honest and very trusting. She has subjected the Doctor to a fitness programme. she seldom takes orders: she usually has to be convinced of the necessity of doing something before taking action. Bureaucracy 2. Striking Appearance 2 Nyssa is the quiet but clever daughter of Consul Tremas of Traken. Law 2. MEL (MELANIE) Apparent age: early 20s Species: Human. Astrogation 1. Her brilliance is sometimes overshadowed by the Doctor’s own genius. First Aid 1. a black. as does her tendency to wear candy-coloured clothes. NYSSA Apparent age: early 20s Species: Human. She is truthful. flat white shoes or boots. She typically wears white sacks with navy polka-dots. Dancing 1. Liz has a wry sense of humour and appreciates the Doctor’s irreverent and lighthearted approach to UNIT affairs. Running 1 Knowledge: 5. she and the Doctor make a formidable research team. Electronics 2. Medicine 2. She is quite bright and inventive. Traken Equipment: None Strength: 3. Earth Equipment: None Strength: 3.

Peri has an oval face. She is also trying to research telebiogenesis to understand the Doctor’s regenerative process. Her father’s form has been usurped by the Master. a field of knowledge which she has been able to develop with the help of Adric. Peri is easily scared and responds by shrieking piercingly and loudly if she is taken by surprised or confronted by dangerous aliens. Her inaction and desire to stay in the background can sometimes make her seem a nervous worrier. She prefers to let other people act and interferes only if they get nowhere. Nyssa can be provoked into action when those she cares for are endangered. This habit makes her unpredictable but also gives her a finely developed sense of trustworthiness: she seems to know when someone intends to harm her friends or herself. Nyssa has an attractive. Peri has an inquiring. a wide smiling mouth. narrow oval face. independent nature means she does not like being lectured by her elders: she is the sort of person that needs warning twice to keep her out of harm. Her trust in the Doctor is absolute. Yet if everyone else seems to be wasting time or approaching a problem the wrong way. Screaming 2. Stealth 1 Size: 3 Weight: 4 Move: 3. and she started travelling with the Doctor in the hope of restoring her father to his former self. Peri relies on intuition and instinct. and high-heeled shoes. Independent Spirit 2 Awareness: 3. She favours wearing brightly coloured culottes with either matching leotards or colourful blouses. often resorting to bitter sarcasm to make it known that she is unhappy. tight-fitting trousers of the same material. PERI (PERPUGILLIAM) BROWN Apparent age: early 20s Species: Human. hazel eyes and shoulder-length straight. Her youthful. whose mathematical abilities have enabled her to solve problems that were once beyond her. wavy auburn hair. aristocratic. Cheat Death 2 Control: 3. Although she is quiet and thoughtful.DOCTOR WHO — TIME LORD might seem. scientific mind. All of her bright. Striking Appearance 2 As an American botany student. Peri will make her opinions known and forcefully ensure that a sensible course of action is taken. 80 . Bioelectronics is Nyssa’s speciality. Loyalty and a sense of right and wrong are some of her strongest traits. Running 1 Knowledge: 4. Like Tegan. Science 2 Determination: 3. Her technical background means she sometimes lapses into incomprehensible scientific speech. summery clothes usually clash with the Doctor’s outrageous outfit. Peri has a noticeable accent: a high-pitched nasal American voice which has a tendency to whine when she is panicky. at which point she becomes nervous and edgy. Her adventures with the Doctor have given her an enviable tan. brunette hair. None of this gear is particularly suitable for running around strange planets: after several adventures she raided the TARDIS’s wardrobe. although her intelligence rarely has a chance to surface out of the general level of terror that travelling with the Doctor instils in her. Rather than plan her actions. Intuition 1. She quickly gets fed up with places and people if they have no interest for her. Earth Equipment: None Strength: 3. She typically wears her Traken court clothes: a maroon velvet jacket with puffed sleeves and fur trim. blue-grey eyes and long.

she is prepared to argue and ask questions. the TARDIS is a scientific museum piece that has long since been superseded by more advanced models of time machine. Running 1 Knowledge: 5. She is a poor judge of character. Earth Equipment: None Strength: 3. First Aid 2. Romana is quick to put down people who she believes are intellectually inferior to her and is reluctant to accept the word of a more experienced person as true. sharp mind and a humane view of life: she is shocked by killing. Computing 1. Eloquence 1. She has extensive theoretical knowledge about many scientific subjects but lacks the experience to apply them. she is disdainful about high-technology from cultures other than the Time Lords’ because she regards it as primitive. She typically wears above the knee dresses. Polly approves of the wardrobe in the TARDIS which furnishes her with plenty of fashionable clothes appropriate to her debby background. Her employer describes her as a cracking typist. the hottest night spot in town. often not seeing beneath a dishonest facade. she will face stoically: it takes something really horrifying for her nerve to crack. Cryptanalysis 1. TARDIS 2. MacGuffin 2. Dancing 2. although she does not protest at being assigned such a role. Bureaucracy 1. She knows where to find the top night clubs and regularly goes to The Inferno. which is where she met fellow companion Ben Jackson. 81 . To Romana. Science 3. ROMANA 1 Apparent age: late 20s Species: Gallifreyan Equipment: None Strength: 3. She will often analyse the personality defects of a person out loud in an almost offhand way. Stealth 1 Size: 3 Weight: 3 Move: 3. Screaming 2. is a good friend and he and Polly often tease each other. Stealth 1 Size: 4 Weight: 3 Move: 3. Whatever difficulties she gets in. Sleight of Hand 2. she can happily turn her hand to repairing old electronic equipment. Her face is heart-shaped with strong cheekbones. but also a cheeky one: Polly is fond of pulling kooky faces behind people’s backs. Haughty and aloof by nature. Iron Constitution 2. Ben Jackson. Romana makes much of her triple first from Gallifrey’s Academy and can be infuriatingly correct where the Doctor’s apparently illogical and haphazard approach fails. however. Temporal Science 2 Determination: 5 Awareness: 3. She is easily scared by monsters and will often scream when one surprises her. Much of the time the people she meets treat her as an attractive coffeemaker. Science 1 Determination: 4 Awareness: 3. Running 1 Knowledge: 3. Polly has an inquiring. and can be quite gullible if she is told something that she does not already know. Cheat Death 2. Regenerative Powers 3 Control: 4. Screaming 1. Pseudoscience 3. however. despite his rough nature and background. That said. Polly is secretary to Doctor Brett of the Wotan project at the Post Office Tower. Marksmanship 2. large earrings and heavy eye makeup and looks quite a dolly bird. Striking Appearance 2 Fair-haired Polly is part of the swinging social life of London in the 1960s. Striking Appearance 2 Regal-looking Romanadvoratrelundar — the Doctor calls her Romana — is a young. Cheat Death 2 Control: 3. intelligent Time Lord who was assigned to the Doctor to help him find the segments of the Key to Time. Once she has plucked up courage.DOCTOR WHO — TIME LORD POLLY Apparent age: early 20s Species: Human. Electronics 3. She continues this clown-like behaviour on her travels with the Doctor. Riding 1. First Aid 1.

Practicality is seldom considered when she chooses what outfit to wear for her adventures: her apparel is often more in keeping with high fashion at a king’s court. Bureaucracy 1. Iron Constitution 2. while on Earth with the Doctor she often pursues stories as a freelance. Striking Appearance 1 Sarah Jane Smith is a liberated woman from Earth in the 1970s. auburn. She has long. Science 3. smiling face and impish blue eyes make Romana more approachable in her second incarnation. SARAH JANE SMITH Apparent age: mid 20s Species: Human. and a sailor’s outfit with a straw boater. especially when she believes she excels in a topic that the Doctor is weak on. Sleight of Hand 2. Her own wardrobe in the TARDIS comprises fashionable for different planets in time and space. however. First Aid 1. She will happily disobey the Doctor to pursue her own line of investigation. Running 1 Knowledge: 5. Electronics 3. making her nearer to the Doctor in temperament. Independent Spirit 1 Awareness: 3. sometimes taking on more than she can really cope with. Escapology 1. TARDIS 2. Among her outfits have been a pink parody of the Doctor’s clothes. however. Romana tends to analyse and work on problems quietly rather than discussing them and co-operates rather than conflicts with the Doctor’s approach to them. Romana is beginning to realize her full scientific potential because of the experience she receives from each new adventure. Pseudoscience 3. Screaming 1. MacGuffin 2. She is still worried. she wears more practical apparel. inquiring mind. a schoolgirl’s outfit. Stealth 1 Size: 3 Weight: 3 Move: 3. Her outbursts at male chauvinism — of which the Doctor is sometimes guilty — are often unheeded. First Aid 1 Determination: 5 Awareness: 4. Computing 1. Resourceful Handbag 1. She frequently demonstrates girlish impulses: she loves to dress up and frequently changes her costume. Serendipity 1. And she will try to tackle any task that she believes she is the equal of any man at doing. Cryptanalysis 2. Although she constantly changes her clothing. Con 1. In spite of the change. including a long white scarf. inadvertently stumbling across the occasional menace to Earth’s safety in the process. straight fair hair. about his tendency to make rash decisions and becomes indignant when the Doctor blames his mistakes on her. Earth Equipment: Capacious handbag Strength: 3. a regeneration she went through on a whim rather than out of necessity. Her travels have made her more independent and she dislikes the idea of having to return to Gallifrey and the stifling society of the Time Lords. wavy hair and blue-grey eyes. Cheat Death 2. more frivolous side of Romana’s nature. Driving 1. In her first incarnation the 140-year-old Time Lord has long. Bureaucracy 1. Regenerative Powers 3 Control: 4. Temporal Science 2 Determination: 5. well-tanned face make her almost classically Grecian in appearance. The change has brought out the lighter. She is an investigative journalist with an intelligent. She lives up to the popular image of feminists at the time: she objects to being told to do things that men regard as women’s work. Cheat Death 2 Control: 4. Stealth 1 Size: 4 Weight: 3 Move: 3.DOCTOR WHO — TIME LORD Romana’s aristocratic bearing and elegantly featured. Striking Appearance 1 Princess Astra of the planet Atrios provided the model for Romana’s second incarnation as a Time Lord. Marksmanship 2. ROMANA 2 Apparent age: early 20s Species: Gallifreyan Equipment: None Strength: 3. Her round. such as making the tea or tidying up. Running 1 Knowledge: 4. she has retained her intelligence and scientific interests and abilities. which leaves her 82 .

however. STEVEN TAYLOR Apparent age: late 20s Species: Human. Her attractive. or by the intelligent reasoning of a companion such as Vicki or the Doctor. His habit of calling the Doctor ‘Doc’ irritates the Time Lord. cream and orange striped turtleneck top and brown slacks. such as a stiff-looking fawn corduroy suit. Astrogation 2. Running 1 Knowledge: 4. Steven irrationally rushed back to save his panda mascot. she has blue eyes. On the planet Mechanus. typically brown with wide lapels and even wider flares. Steven rarely takes anyone’s statement at face value. His self-confidence often does not make up for a lack of foresight in planning or poor timing. the Doctor will goad her onwards. when she is on the point of giving up. This seems to have no effect on Steven. Such an attitude makes Steven seem blunt and tactless. At one time she might wear a matching trouser suit. Edged Weapons 1. an action that almost cost him his life. although she becomes quite despondent if she fails. Pain Resistance 1. Marksmanship 1. if he has no one to back him up. mid-length skirt and thick woollen pullover. Leaping 1. Sarah’s clothes range from the fashionably smart to the downright practical. Stealth 1 Size: 3 Weight: 4 Move: 3. He is dependent on the TARDIS’s wardrobe for clothes because his space fatigues were badly torn and dirtied after two years’ imprisonment on Mechanus. His rashness is tempered only by the extremes of a situation. resourceful but not always inspired spaceship pilot for whom direct action seems to be the best course. or errs on the side of tastelessness. He is almost smug when he has information that no one else has discovered or worked out. whose easy going. A handsome man. Whatever he picks is slightly unfashionable. Brawling 2. Lockpicking and Safecracking 1. self-confident nature seems impervious to criticism. who snaps rejoinders for Steven to call him by his proper name. however. Quick Recovery 1 Control: 4. 83 . Wilderness Lore 2 Determination: 4 Awareness: 4. for more expected adventures she resorts to wellington boots. Her career and tendency to storm off in a huff or in exasperation mean she gets into quite a few scrapes from which she needs rescuing. Sarah gets on well with her fellow companions in the TARDIS and especially the soldiers of UNIT such as Sergeant Benton and Captain Yates. although any slights are usually unintentional. Escapology 1. Computing 1. Piloting 2. Steven has strong features and neatly coiffured light-brown hair. for example. First Aid 1. He is something of a sceptic and tends only to believe that which he can confirm himself.DOCTOR WHO — TIME LORD feeling quite indignant. Driving 1. is plucky and will try to extricate herself from difficulty on her own. She often makes up for lack of skills by tackling a problem enthusiastically. Striking Appearance 1 Steven Taylor is an adaptable. She protests heartily at any hardships. heart-shaped faced is framed by mid-length black hair. such as a brown. a bright yellow waterproof coat. Sarah. Steven is strong-minded enough to make deliberate insults to a person’s face. Earth Equipment: Panda mascot Strength: 5.

hazel eyes and an attractive face with a strong jaw-line. however. yet shows a shocking ignorance in others. Earth Equipment: None Strength: 3. Cheat Death 2 Control: 4. TARDIS 1 Determination: 5. Iron Constitution 2. slightly disturbing look about them. high-collared sheepskin jacket: she rarely wears appropriate clothing for the conditions she must face. Running 1 Knowledge: 6. During her initial adventures with the Doctor. She is brilliant at some subjects. Driving 1. she is a bright and cheerful woman. short skirt and hat. First Aid 1. First Aid 1. She is in her early twenties. Her affection for the Doctor is strong and she becomes quite concerned if he goes missing. Running 1 Knowledge: 4. Such suspicion is justified while Turlough is in the Black Guardian’s thrall. but not once he is free of the Guardian’s influence. she does not proclaim herself to be a feminist: she would rather act than take the time to explain. Tegan continued to wear her lilac stewardess’s jacket. framed by her arched black eyebrows and shock of unruly black hair. Striking Appearance 2 Tegan is an outspoken Australian air stewardess who wandered into the TARDIS believing it to be a police box. Marksmanship 1 Size: 4 Weight: 4 Move: 3. Cheat Death 1. Tegan has short auburn hair. Like the Doctor. she is an improviser. his shifty behaviour. in her eyes. Despite her independent spirit and unwillingness to be forced into roles that demean her. Generally. 84 .DOCTOR WHO — TIME LORD SUSAN FOREMAN Apparent age: late teens Species: Gallifreyan Equipment: Small handbag Strength: 3. Even for a Time Lord. Stealth 1 Size: 4 Weight: 3 Move: 3. She has described herself as just a mouth on legs: she will often speak without giving a matter full thought with the result that she ends up in trouble or doing something she would rather not have done. Susan typically wears stirruped. Only Tegan would shoulder-charge a Cyberman just to put it off its stride! She can become quite emotional. although her eyes betray a knowledge far greater than that of the Earth schoolgirl she resembles. Striking Appearance 2 Susan is a young Time Lord who fled Gallifrey with the Doctor in the TARDIS he borrowed. especially if the Doctor seems to be doing nothing to resolve a problem. although she sometimes realizes the full implication of what she is involved in and becomes afraid. and her impulsiveness can sometime lead to misfortune. TEGAN JOVANKA Apparent age: mid 20s Species: Human. narrow slacks. She has since changed into what she must regard as more practical garb for visiting alien worlds — typically a short. Computing 1. Con 1. When she is not unbalanced by fear or a sense of panic. Acute Hearing 2. For forays outside the TARDIS she has a short. Temporal Science 1 Determination: 3 Awareness: 4. flat shoes and an assortment of plain or striped tops. Regenerative Powers 3 Control: 4. Her immaturity sometimes shows when she behaves childishly or selfishly. however. Independent Spirit 1 Awareness: 3. Susan rarely has a clear plan of action. In human reckoning she looks to be about fifteen years old. cotton print dress in bright irregular splashes of colour and red court shoes. always ready to leap into action. irrational and upset. Her dark eyes. She distrusts Turlough mainly owing to what is. Artist 2. thereby bringing hardship on herself and forcing her companions to help her. Susan is resourceful and inventive. Susan is too young to know much about the universe. She is an active companion. Science 1. TARDIS 1. have a distant. and often displays a good sense of initiative when opportunities present themselves.

He typically wears the uniform of his public school: black blazer. Command 2 Awareness: 4. Pseudoscience 1. whose brash. and easily terrified by alien monsters. who used him as a tool to try to kill the Doctor — an obligation of which Turlough is now free. Driving 1. Her youth and naivety mean that she is easily taken in by other people. he is slightly contemptuous of the primitive people of 20th century Earth. from which she was rescued by the Doctor. Screaming 2 Vicki is an orphaned colonist from Earth in the 25th century. The Doctor’s best opinion of her would be as a foolish child. although he would be concerned if she went missing. to let other people get on with a task. He a criminal in the eyes of the Trion people and is in political exile along with the rest of his family. He is reluctant. mysterious air. Earth Equipment: None Strength: 2. ginger hair and blue eyes. Despite her weaknesses and childish behaviour. Stealth 2 Size: 3 Weight: 4 Move: 3. the Black Guardian. Because Turlough comes from an advanced culture. Her spaceship crashed on the planet Dido. She is bright but seemingly innocent. his behaviour is attributable to a desire to find a calm and rational answer to a problem.DOCTOR WHO — TIME LORD TURLOUGH Apparent age: late teens Species: Trion. She lacks the patience. a black tie with fine yellow stripes and black shoes. Ian and Barbara. Con 1 Turlough appears to be a normal Earth male in his mid to late teens. He is scrupulous in his efforts to keep the brand hidden. direct nature conflicts with Turlough’s detached. Vicki is quite resourceful and can cope with surviving on her own: in The Chase she even sneaked aboard a Dalek time machine so that she had a chance of joining the Doctor after they had been separated. and will often accept people for what they say they are. about being pushed into things that he would rather not do. His attitude often causes conflicts with Tegan. His determination to keep his background a secret gives him a furtive. Turlough has short. Animal Empathy 1. might give away his criminal status to someone if Turlough were careless enough to reveal it. Bargaining 1. Transmat 1 Determination: 3. One mark. Vicki is a quite likeable girl on the whole and gets on well with fellow companions Ian and Barbara: Barbara’s mothering instinct is strong when Vicki is around. grey shirt with a wing collar. Running 1. Vicki has one great weakness: she is absolutely terrified of heights. she lacks the determination to apply herself to problems to which the solution is not apparent and will give up easily if she seems to be getting nowhere. Although Turlough seems to act the coward and often advocates leaving the scene of an incident as an way out. waistcoat and trousers. Iron Constitution 1 Control: 4. Stealth 2 Size: 4 Weight: 3 Move: 3. Cheat Death 2 Control: 4. Turlough is quite capable of taking decisive action when it is needed. too. VICKI Apparent age: mid teens Species: Human. Cheat Death 1. 85 . and will become sulky or even wander off to find something else to do. a Mesos triangle on his upper left arm. but is really a Trion who has been exiled to Earth. Such odd behaviour can also be attributed to his original patron. He would rather use charm to make a person to see his point of view than argue heatedly. landing herself in trouble. Because she is so young. Running 1 Knowledge: 5 Determination: 3 Awareness: 3. calm approach. Computing 1. however. Astrogation 1. Swimming 2 Knowledge: 6. exile Equipment: None Strength: 4. TARDIS 1. Science 2.

Marksmanship 2. but he is best in a support role or when leading men against other men. Running 1 Knowledge: 4. He is a typical young army officer: bright. and has even dressed as a medieval page boy during her adventures. She is a demure young lady. Striking Appearance 1 As a captain in the United Nations Intelligence Taskforce. Wilderness Lore 1 Determination: 3. Leaping 1. but much of what he knows is familiar. however. Yates tends to be chauvinistic and is reluctant to let the Doctor’s female companions imperil themselves. For all his loyalty and his experience. Mechanics 1. Screaming 3. a fellow traveller. He is a stickler for form except when he is off-duty or on undercover assignments. however. Victoria wears full Victorian dress as appropriate to her standing. and her upbringing means she is modest in behaviour and dress. Thrown Weapons 1 Size: 3 Weight: 4 Move: 3. She is a small girl in her late teens. Quick Recovery 2 Control: 4. and mid-length dark hair. CAPTAIN YATES Apparent age: early 30s Species: Human. she does borrow form the TARDIS’s wardrobe. walkie-talkie Strength: 4. well-spoken and charming. Bureaucracy 1. Cheat Death 1. Electronics 1. Eloquence 1. When he was killed by the Daleks she joined the Doctor on his adventures through time and space. Range 4). By nature he is restless and does not like sitting around doing nothing when something should clearly be done. Science 1 Determination: 3 Awareness: 3. jacket. Driving 1. Command 2 Awareness: 4.DOCTOR WHO — TIME LORD Vicki has a youthful. At time. Yates is a little unnerved by the frequent encounters that UNIT has with aliens and he lacks the steadiness of mind that the Brigadier and Benton demonstrate in such confrontations. Mike Yates presents a dashing figure. although he seems to lack the imagination and foresight that would make him a 86 . Left to his own devices he can cope with most situations. and so Victoria has been persuaded to overcome her timidity and wear more practical clothes: she typically wears a knee-length skirt — quite shocking for a generation of women not used to revealing even their ankles — or walking clothes of britches. She tends to tease him to get him to do things he might ordinarily balk at. Cheat Death 2 Control: 3 Size: 4 Weight: 3 Move: 3. Jamie McCrimmon. Travelling with the Doctor is gradually changing Victoria’s outlook and making her less shockable and much bolder. In return. he reassures her and acts protectively towards her. In her initial travels with the Doctor. Earth Equipment: None Strength: 3. and tends to faint at horrifying sights or to scream in terror. with an ability to get on well with his men and his senior officers. He will get the job done competently and conscientiously. blue eyes. long socks and sturdy boots. Piloting 1. is too bulky to allow the Doctor free movement in the TARDIS’s control room. however. She typically wears a simple dress with diamond-shaped piping at the hems and collar: the material is dirt-repellent and non-creasing and does not need cleaning. VICTORIA WATERFIELD Apparent age: late teens Species: Human. is someone she can understand: he comes from a slightly more primitive time than she does. roundish face and mid-length fair hair that she sometimes wears in twin pony tails. Stealth 1. Such an outfit. She has a round face. Striking Appearance 1 Victoria is the daughter of the Victorian scientist Professor Edward Waterfield. however. Running 1 Knowledge: 3. Blunt Weapons 1. This comprises a dress with several layers of petticoats and formidable and constricting undergarments. Earth Equipment: Automatic pistol (Wounds 5. Brawling 1.

Striking Appearance 2 Highly intelligent Zoe is almost a mental rival of the Doctor: she believes that the Doctor is not quite as intelligent as she is! She is certainly more adept at dealing with computers than he is and deserves her space station rank of astrophysicist and astrometricist first class. pointed ankle-boots. straight black hair that is forced up and back by a narrow headband falls forward to frame her face. She is coolly confident in her own abilities and sceptical of even the Doctor’s attempts at coping with technology. Her mental powers are phenomenally advanced and are demonstrated by her power of total recall. Temporal Science 1 Determination: 4 Awareness: 4. Zoe is a product of the Earth of the early 21st century.DOCTOR WHO — TIME LORD brilliant officer: Yates is usually at least one step behind the Brigadier when it comes to planning. Stealth 1 Size: 4 Weight: 3 Move: 3. Running 1 Knowledge: 4. Science 2. or black plastic miniskirt and short-sleeve jacket. Photographic Memory 2. Yates is slimly built. Robotics 1. Thick. Zoe typically wears futuristic clothing. Mathematics 2. blue eyes and short. Electronics 1. ZOE Apparent age: late teens Species: Human. He is an able second who benefits most from working under a strong. such as the ones of 20th century Earth. simply infuriate her. In The Mind Robber she bested fictional comic superhero The Karkus in combat through the use of self-defence. Computers seem almost like toys to her owing to her ability to quickly work out programs in her head. Intuition 1. and black plastic boots. sparkly Emma-Peeler catsuit and white. At the same time she can be quite terrified of the unknown or of hostile or dangerous creatures. Zoe is keen to learn about items and processes she has not come across. Computing 3. with a narrow. handsome face. Piloting 1. Astrogation 2. searching questions to further her knowledge. Martial Arts 2. primitive ones. and will ask pertinent. Cheat Death 2 Control: 4. mid-brown hair. Her round. He is invariably in full captain’s uniform because of his extensive office role at UNIT headquarters. both edged with broad. such as a dark. childlike frame and features. Zoe is tough and quite able to defend herself. Earth Equipment: None Strength: 3. smooth-skinned face is set off by penetrating brown eyes that are usually emphasized by heavy. capable leader. dark make-up. 87 . Screaming 1. pink scallops. Despite her small.

At the same time it is important to remember that many of the numerical values assigned to abilities have been chosen to give a balanced game. are those that appeared in The Moonbase and The Tomb of the Cybermen. the most dramatically effective version of an alien has been chosen: the Cybermen detailed in TIME LORD. AUTONS AND THE NESTENE INTELLIGENCE AUTON Weapons: Blaster (Wounds 6 on kill. It is inevitable that some people’s favourites will be missing. Feel free to add or remove abilities to create specialists. because the bullets are absorbed. Where doubt about abilities has arisen. and make sure that they convey the full menace of their television counterparts. It is possible. Special Immunity (bullets) 2 Control: 2. just as humans do. Replicant Autons are indistinguishable from the real person and can think for themselves. Role-play them convincingly. Autons have a characteristically jerky. remember that aliens are full characters. they have the physical strength of an Auton and the mental powers of their subject. A sophisticated version of the basic Auton. When different backgrounds conflict. At all times. Referees should bear in mind that aliens such as the Daleks also have scientists and engineers. especially as far as combat goes. robots fabricated from plastics and given crude human features. have changed considerably since their first appearances in the DOCTOR WHO series. it inflicts 3 Wounds when set to stun. 88 . Brawling 2. watch a video tape of an episode containing the aliens that are going to be used in an adventure to get a better idea of their mannerisms and their strategies. TIME LORD uses the most consistent one or fills in a few details! The referee should. he should feel free to do so. fist (Wounds 3) Armour: Full Armour 8 Strength: 5. The aliens presented here. a group mind that in parts can control individual Autons and report back to the mental core. Armour The resilient plastics body of an Auton counts as full Armour 8.DOCTOR WHO — TIME LORD ALIENS A great many aliens have been encountered by the Doctor on his travels. if any attack from a firearm which gets through armour but fails to overcome its special ability of Special Immunity (bullets) inflicts no Wounds. If any referee wishes to make certain monsters tougher or weaker than they appear here. An Auton inflicts 2 Wounds if it strikes with its fists. Each one embodies part of the Nestene intelligence. Marksmanship 2 Size: 3 Weight: 4 Move: 3 Knowledge: 2 Determination: 6 Awareness: 4. for example. Some enemies. but Autons have not been known to use this setting. the statistics are for warriors of a particular culture. therefore. The aliens presented here are also only typical of their types: in most cases. and to detail them all in terms of the TIME LORD rules would warrant a book on its own. are of necessity a selection of old and recent enemies. Weapons Built into the right hand of every Auton is a blaster that inflicts 6 Wounds. Make a note of any special abilities that do not appear in Part Three: these are powers that are not available to player characters. but very difficult to damage a Dalek or Cyberman with rifle fire — players should not count on their ability to do so — and it would take an increase of only 1 to these aliens’ Armour value to make them virtually invulnerable. The fingers of the Auton’s hand flip downwards to reveal the narrow gun barrel. the replicant. can be made using the mind print of a person. Wounds 3 on stun). but it should be easy enough to create them. In addition. lumbering movement that can betray their true identity. if possible. They are not a succession of monsters to be blown away by trigger-happy companions. Disguise 2 Autons are the mindless slaves of the Nestenes. for example. and can pass for humans when they are dressed appropriately and given face masks. They look like shop window mannequins. particularly the Daleks and Cybermen. and it is here that it is important to stress that TIME LORD is an interpretation of the DOCTOR WHO universe.

Hypnotism 1 Awareness: 3 Nestenes is the collective name for a disembodied. Inflatable chairs can be made to suffocate people. 89 . in effect working like a slow-acting poison with an attack rate of one action turn and maximum Wounds of 4. Marksmanship 2 Size: 2 Weight: 5 Move: 2 Knowledge: 8 Determination: 7. Plastics materials are the Nestenes’ tools: they can control molecularly adjusted plastics to create the robotlike Autons or to make ordinary household objects into weapons of terror. it is immobilized. Brawling 2. The intelligence needs to destroy any native population in an area so it can materialize in complete safety. Weapons In its corporeal form. and plastic flowers made to spray suffocating films in people’s faces. The plastics objects are activated by heat or sonic signals: a drop in temperature deactivates them. plastic dolls or cables animated to strangle them. Weaknesses Like its Auton subjects. but are typically Strength 3. it sends a swarm of meteorites — plastics globes containing part of its being — to the planet.DOCTOR WHO — TIME LORD Weaknesses If an Auton can be deprived of contact with the Nestene intelligence. Whoever the intelligence takes over. Each round after a successful grappling attack has been made. Plastics that its servants have molecularly adjusted can be controlled by the intelligence. When it finds one. in the hope that the scientifically curious will study the globes: whoever finds one first is mentally attacked by the intelligence to provide it with an agent who can prepare for the full materialization of the Nestenes on the planet. Control and Move. The Doctor might typically achieve this by building a MacGuffin that jammed the brain waves of the controlling Nestene. the intelligence inflicts 5 Wounds on its target unless that person can break free. mutually telepathic intelligence that takes corporeal form as a cephalopod — a giant octopus. it imbues with its ability of Hypnotism (but only at the agent’s Determination). Armour The thick. rubbery skin of the corporeal form has full Armour 7. NESTENES Weapons: Tentacle (inflicts Wounds 5 a turn after grapple attack) Armour: Full Armour 7 Strength: 5 Control: 6. Plastics objects vary in Strength. All count as attempts to suffocate the defender. the Nestenes can be driven away by a device emitting the correct frequency to disrupt or block its mental processes. seeking out suitable planets to colonize. Control 3 and Move 1. the intelligence attacks with its tentacles with the aim of grappling and then crushing its attackers. The intelligence travels through space.

The solid. Their faces are impassive metal masks. pity. Precision 1. In addition to their hard. They are completely immune to vacuum. developed the science of cybernetics to the extent that they could replace every part of the human body. These Cybermen have Knowledge 7. With no lip movement and no body language to observe. Hydraulic pipes run over their flexible metal skin and into the accordion. those that reject the conditioning are often used as workers or infiltrated as superhuman spies into target societies. however. Cybermen speak with a perfectly flat. fist (Wounds 6). just clinically logical in their actions: they have no concept of fear. Extreme cold. Indomitable Will 1 Awareness: 2. 90 . Martial Arts 1 Size: 3 Weight: 5 Move: 3 Knowledge: 6. in order to become Cybermen. Because their weak. a process of physical replacement and mental conditioning. Instead of ears. silver humanoid giants that are immune to the extremes of heat and cold and free from the ravages of disease. Their lack of fear makes them terrifying warriors to encounter. especially considering their resistance to most other species’ weapons. as yet. Iron Constitution 2. because they do not need to breathe. radiation. owing to their scientific advances. however. electric charge (Wounds 3) Armour: Full Armour 9 Strength: 6. They became Cybermen. twangy electronic voice: their speech circuits are incapable of inflection. The optical units can be switched to see into the infra-red spectrum. cold) 3 Control: 3. Weapons Cybermen carry blasters that use electrical energy and which inflict 8 wounds when set to kill and 4 Wounds on stun. discovered time travel). without which they have become creatures of pure logic.DOCTOR WHO — TIME LORD CYBERMEN & CYBERMATS CYBERMAN Weapons: Blaster (Wounds 8 on kill. their scientists eliminated what they saw as imperfections in their brains: emotions. Computing 1. Expeditions are led by a Cyber Leader. Wounds 4 on stun). Whenever an invasion force of Cybermen travels through space. Cybermen can discharge part of their internal power to stun an enemy. Human bodies. a Cyberman has antennas that emerge from the side of its head and connect to the unit on their chests. The Tombs of the Cybermen on Telos are riddled with refrigerated chambers to which the Cybermen retreat when they must conserve energy. Cybernetics 1. Captured humans are cyberized. the leader of the Cybermen. disease. about 2. Explosives 1. Cryptanalysis 1. The once human inhabitants of their home planet. the bulk of it travels in cryogenic silos from which it must be awakened. seldom leaves their adopted home planet of Telos. with metal or plastic parts. where a small metal grille conceals a heat-exchanger. Cybermen look just silver-coloured metal men. Special Immunity (heat. Cybermen are disturbing simply because of their sheer inhuman behaviour. metal fists. are essential to the survival of the Cybermen. Earth and its colonies are therefore often chosen as targets of Cybermen attacks. Mondas. forces Cybermen into hibernation. Tracking 2 Cybermen are neither evil nor good. The electrical discharge from their fingertips inflicts 3 Wounds and counts as a ranged weapon with a range of zero areas. Eventually. Science 1 Determination: 7. Cybermen have also developed mind-controlling machines used in combination with neurotoxins to enslave weak-willed humans. Marksmanship 2. and a harsh slit for a mouth. it was during such an attack on Earth in 1986 that the first Doctor destroyed Mondas. fleshy frames have been replaced. joy or cruelty. Armour The metallo-plastic skin of a Cyberman counts as Armour 9 full armour. because the Cybermen can increase their numbers only by converting suitable subjects. The Controller. It is the object of propagating the Cyberman race that drives them to travel through space (they have not. patrols are headed by a Cyber Lieutenant. Cybermen are preternaturally strong. tubelike weapon clips onto the base of the chest unit. which coupled with their resistance to cold and heat means they survive where humans would perish — even outside spaceships.1 metres tall. They have a good grasp of tactics and know that their invulnerability disconcerts an enemy. with only circular holes where eyes should be. The chest unit also houses communication equipment and a light. except the brain. which had returned to its home solar system. which inflict 6 Wounds.

Cybermats may also be equipped with specialized venoms: in The Wheel in Space they used a metal-corroding fluid to destroy the space station’s supply of bernalium. and a frill of short. semi-intelligent robots to infiltrate enemy bases. The most commonly used venom is a neurotoxin. depriving the base of any materials that might be used against the Cybermen.DOCTOR WHO — TIME LORD Weaknesses Cybermen need recharging periodically: each hour a Cyberman is mobile counts as a cumulative difficulty against Strength against which each Cyberman must test at the end of every hour in order to remain active. it injects one of two types of venom. Armour As Cybermats are constructed from the same tough metallo-plastic used to build Cybermen. two antennas. Leaping 2. which counts as a Wounds 4 fast-acting poison with an attack rate of one research turn. for the first six hours after activation because their Strength automatically beats the difference for the first five hours. Weapons A Cybermat’s main weapon is its poisonous bite. The metallo-plastic armour of a Cyberman is vulnerable to particular combinations of organic solvents. where they secretively destroy materials and personnel. but only paralyses its target. Marksmanship 1. with a rate of decay of 1 an action turn. therefore. They are about 50 centimetres long and built from flexible metal segments. Cybermats can emit a weak energy bolt from their eyes. range 1 area) Armour: Full Armour 9 Strength: 2 Control: 2. These vary in effectiveness. shooting both out will deactivate but not destroy the creature. A cybermat’s bulbous head has two large white eyes. Cybermats typically move through the service tunnels and ventilation ducts. cream-coloured tentacles which brush the ground. which inflicts 4 Wounds but only for the purposes of penetrating armour: it does no real damage. The second type of venom is deadly: it is a Wounds 4 fast-acting poison with an attack rate of one action turn. Cybermen employ these small. It must be administered through a Cyberman’s chest grille because it works by corroding the elements of the heat. energy bolt (Wounds 4. but count as fast-acting poisons that bypass armour and directly attack a Cyberman’s Strength. Weaknesses A Cybermat’s eyes count as Size 8 unarmoured targets. 91 . Instead. if the Cybermat’s bite gets through armour. The grille in the centre of a Cyberman’s chest unit is the only physical weak point: it is Armour 3 and counts as a Size 7 target. Wounds 5. CYBERMAT Weapons: Bite (Wounds 4 to penetrate armour. It has a range of 1 area. This does not kill although it does induce unconsciousness if it beats the Strength of its target: if it reduces the victim’s Wounds to his death point. causing the Cyberman to seize up. inflicts 4 Wounds. Stealth 3 Size: 6 Weight: 2 Move: 2 Knowledge: 2 Determination: 6 Awareness: 4 Cybermats look like giant silverfish.exchanger. they have full Armour 9. The one used against the Cybermen in The Moonbase would be Wounds 4. it means that person can be conditioned by the Cybermen’s mind-controlling apparatus. injects Wounds 4 poison). The Wounds inflicted count only as an increased difficulty against the target’s Move. Cybermen are always mobile. Gold counts as a fast-acting poison.

Cryptanalysis 1. The Dalek creature itself is a hideous. which in reality is Davros in creamcoloured Dalek armour topped with a spherical case that hides his true form. Gloating 1. Robotics 1. comes out as ex-ter-min-ate. All Daleks have no benign emotions because Davros biogenetically engineered these weaknesses from their minds. Iron Constitution 2. The Supreme Dalek is also known as the Black Dalek. Gloating 2. The mutant itself has Control 4 and Move 1. grating voice box enunciates individual syllables: the word exterminate. its manipulator arm and blaster are connected to the mid section by ball-and-socket joints and may be replaced by other weapons and tools such as a cutting torch. Pure strain Daleks seek only to exploit Davros’s skills and do not acknowledge him as leader: to them he is only a resource of knowledge. the Daleks are undoubtedly the most evil creatures the Doctor has ever had to fight. Indomitable Will 2 Awareness: 2. human mercenaries are used reluctantly because they are by nature treacherous. Computing 1. Their conversation tends to be along the lines of: ‘Exterminate’. Daleks are divided into two warring factions: pure strain and Imperial Daleks. Dalek armour is shaped like a pepper pot about 1. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 6. Explosives 1. especially in dangerous environments. ‘The Doctor is an enemy of the Daleks. The harsh. Time is no longer a barrier to the Daleks. green.5 metres tall. Imperial Daleks are the result of Davros’s further experiments to breed infallible Daleks that are totally loyal to him. Temporal Science 1 Determination: 6. Tracking 3 Created on the planet Skaro by the Kaled scientist Davros as engines of war and as the ultimate form of the Kaled race. Computing 1. multi-tentacled mutant about 60 centimetres across. Cryptanalysis 1. which can travel to a limited extent through time using taranium-powered machines. Ogrons are particularly favoured because they are stupid but loyal. Both factions use other species to compensate for their limited mobility. Marksmanship 3 Size: 4 Weight: 5 Move: 2 Knowledge: 7. Command 2. owing to its incredible will to live and a murderous desire to kill. for example. calculatingly efficient creatures that are bent on dominating the universe: their might and technology are such that they instill fear into other intelligent species. The lower. Although Daleks are linked into a communication network. Indomitable Will 1 Awareness: 2. Special Immunity (radiation) 2 Control: 1. Iron Constitution 2. they have lost the powers of intuition and inspiration. They are utterly ruthless. The Daleks also enslave the populations of planets they conquer to provide work forces to exploit mineral resources. because its armour is coloured black. Robotics 1. Science 1 Determination: 6. Pure strain Daleks have grey and black armour and are led by the Supreme Dalek. he must be exterminated’ and ‘Halt or you will be exterminated’. Explosives 1. leaving them only with strong emotions such as hate. Wounds 4 on stun) Armour: Full Armour 9 Strength: 4. slab-sided part is covered in large hemispherical nodules. Science 1. an abnormally intelligent mutant specially bred for the purposes of leadership. They have cream and gold armour and are led by the Emperor Dalek. The weaknesses of the Daleks is that they are too logical and rely too heavily on their computers. Special Immunity (radiation) 2 Control: 1. Tracking 3 BLACK DALEK Weapons: Blaster (Wounds 8 on kill. Wounds 4 on stun) Armour: Full Armour 9 Strength: 5. the values of Control 1 and Move 2 are those of its armour.DOCTOR WHO — TIME LORD DALEKS & THE BLACK DALEK DALEK Weapons: Blaster (Wounds 8 on kill. Command 2. they also have the power of speech through a builtin electronic voice box. It is as dangerous outside its protective shell as it is inside. revenge and cruelty. A single eye-stalk juts out of its domeshaped head. 92 .

and pointed. princes of Draconia have a green sash with a green gemstone. Science 1 Determination: 5. they often underestimate their enemies. Wounds 4. Their brown faces are elongated with a black forked beard. His rank is denoted by a large blue gemstone on a broad. battle computer and life-support systems. Women are treated as second class citizens — they are not even permitted to speak directly to the emperor. he saved them from a deadly plague for which he was made a noble of Draconia. The Doctor has twice helped the Draconians. whose court is on their home planet of Draconia. both of which are Size 6. The Draconians are ruled by an emperor. A virus developed by the Movellans specifically attacks Daleks: it is equivalent to a slow-acting poison. DRACONIANS Weapons: Blaster (Wounds 6 on kill. cannot see. Astrogation 1. In Frontier In Space. There is no known cure. Yet they are honourable: it is virtually unheard of for a Draconian to break his word. round the ragged. Flowing green and gold robes cover their scaly green bodies. The Draconians have earned the derogatory nickname of Dragons owing to their green skin and reptilian nature. providing protection of Armour 3. 93 . Although they have a strong martial tradition and a warrior’s code similar to that of the Japanese samurai. A Dalek with a disabled eye-stalk.2 metres tall. they respect the empires of other people and realize that war against an enemy as strong as Earth would be costly. the third Doctor averted a potentially catastrophic war between Earth and Draconia. scaly skin counts as tough leather full armour. First Aid 1. Draconians of rank should be greeted with the words. Their talon-like hands inflict 2 Wounds. Eloquence 1 Draconians are a proud and noble species of lizard men whose empire at one time borders that of Earth in the Milky Way galaxy. ornamental wings curve from the robes at the shoulders. and to do so is a tremendous breach of etiquette. Command 1 Awareness: 3.’ Draconians are as civilized and as scheming as the next alien.DOCTOR WHO — TIME LORD Weapons A Dalek’s built-in blaster inflicts 8 Wounds when set to kill and 4 Wounds on stun. it is possible to squeeze a human into the armoured shell. When set to stun. with an attack period of 24 hours. Draconians speak with a harsh. ‘My life at your command. Computing 1. About 2. slightly sibilant voice. pointed ears and the back of the head. Armour 6 and Strength 4. Daleks are supremely arrogant and overconfident. Weapons Draconians use blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. Martial Arts 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. Marksmanship 1. for example. Wounds 3 on stun) Armour: Full Armour 3 (scaly skin) Strength: 4 Control: 3. if these are removed. green scales spread up from the neck. the blaster paralyses an opponent. blue sash. In many ways they think and act like humans. At the time of the fifteenth emperor. the Wounds value is added to the difficulty of any action that character attempts until the Wounds are healed. pointy heads topped by a small crest of green scales. they do not injure the creature inside. Armour A Draconian’s tough. and it takes much provocation for the Draconians to breach their treaties. The armour houses and protects a Dalek’s power plant. Draconians have tall. Weaknesses A Dalek’s physical weak points are its eye-stalk and the manipulator arm. Attacks against these weak points only disable the respective part of the Dalek. Armour The metal casing that houses a Dalek is equivalent to full armour offering protection of Armour 9.

its lips. The creatures live in small communities in the depths of the oceans. a full red. The Ancient One and lesser Haemovores alike can all create new Haemovores by draining the blood from their victims: anyone killed by a Haemovore in turn becomes one. A millennium or two of mutation produces the final form: a broadly built. Quick Recovery 2 Control: 2. or in wrecks and caves on the seabed. Psychic Shield 3 Awareness: 3 ANCIENT ONE Weapons: Claw (Wounds 5) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 5. an evil intelligence banished for centuries into the shadow dimensions by the Doctor’s trickery. Although it still has the power of speech. Its skin. Fuse Metal 1. Psychic Shield 3 Awareness: 3 Haemovores are at the end of a possible evolutionary path for the human race: they are vampiric mutants whose origins lie in the pollutants with which. Armour A Haemovore has no natural armour. its voice has become harsh and sibilant. becoming encrusted with white. however. those of the Ancient One inflict 5 Wounds. brought the Ancient One back through time to twentieth century Earth as part of a trap to catch the Doctor. and Fenric’s physical form was again destroyed. Brawling 2 Size: 3 Weight: 5 Move: 3. If man cleans up the Earth and stops pouring chemicals and sewage into its seas and oceans. is now a deathly white. 2. Only their craving for human blood — a scarce resource in their future Earth — brings them from the oceans. but is protected against certain attacks by its Psychic Shield.DOCTOR WHO — TIME LORD Weaknesses A Draconian’s pride may provoke hasty action. a new Haemovore loses the power of speech and communicates through telepathy. Although the Ancient One perished. Weapons The sharp claws of a Haemovore inflict 4 Wounds. otherwise they have no particular weakness. Limited Telepathy 1. as the chemical mutation passed on by its creator takes hold. 94 . Brawling 2 Size: 3 Weight: 4 Move: 3 Knowledge: 4 Determination: 5. In time. Known as the Ancient One. Each community is led by the oldest present Haemovore. changes: it puffs up and turns pale blue. Science 1 Determination: 5. however. they have become creatures of instinct. too. Fenric. It is to the lesser Haemovores what Dracula is to the vampires he creates: it guides them mentally and can destroy them by exerting its will through the telepathic link that binds them. the first of the Haemovores has by far the greatest powers. Command 2. Much of their power for rational thought. has gone. barnacle-like growths. the Haemovores may yet again rise from the depths. long talons. man poisons the Earth. Swimming 2 Knowledge: 6. a newly created Haemovore resembles the person it once was. Limited Telepathy 2. Poisons 2. and its fingernails. the one with the greatest powers.2 metre tall creature of like power to the Ancient One. At first. in the far future. the Haemovores may never have been: their appearance will have been nothing more than a temporal paradox. HAEMOVORES & THE ANCIENT ONE HAEMOVORE Weapons: Claw (Wounds 4) Armour: Psychic Shield counts as Armour 8 vs certain attacks Strength: 4 Control: 2. Its skin.

At a number of areas less than the total ability of the telepathic creature. performing much the same role as silicon does in Earth technology. performing the role of diplomat or expedition leader. Command 1. Eloquence 1 Ice Warriors are the warlike inhabitants of Mars who have adapted to their planet’s cold. They create a psychic barrier to the Haemovores of a difficulty equal to their Determination plus any relevant special ability. It allows the Ancient One to form talismans that act as a focus for Limited Telepathy. Acute Hearing 1. Tracking 1 ICE LORD Weapons: Blaster (Wounds 8 on kill. Law 1. Ice Warriors are the NCOs and ordinary soldiers that are assigned bodyguard work on diplomatic missions. Computing 1. Special Immunity (cold) 2 Control: 3. Pain Resistance 2. however. Fuse Metal [Strength] This unusual ability is the power to form metal by pressure alone. which creates a psychic barrier that they cannot penetrate. Limited Telepathy [Determination] Limited Telepathy is the exertion of mind power to communicate with other people or creatures at a distance. Trisilicate is the material used in their electronic circuits. Brawling 2. opening the mind of the victim to the Ancient One’s and allowing the creature to Command the victim to enter the sea. Engineering 1. Anyone who tries to resist the Haemovores must remain motionless in an area and concentrate on an object or a person they have faith in. Indomitable Will 1 Awareness: 3. Wounds 4 on stun). is heavily based on trisilicate. with a difficulty equal to the distance in areas. A Haemovore that fails to beat the difference between its Awareness and this difficulty is repelled by the person’s psychic field. harnessing their scientific advances to adjust the climate of planets to render them suitable for occupation. Acute Hearing 1. therefore. ICE WARRIORS & ICE LORDS ICE WARRIOR Weapons: Blaster (Wounds 8 on kill.DOCTOR WHO — TIME LORD Weaknesses Haemovores are repelled by a person’s faith. Wounds 4 on stun). blunt weapons and edged weapons. Their technology. Pain Resistance 2. Yet they are capable of great subtlety. The Ice Warriors have a long tradition of expansion by military conflict. Psychic Shield [Determination] This ability provides a mental barrier against kinetic physical attacks. 95 . Science 1 Determination: 6. Stealth 1 Size: 3 Weight: 4 Move: 3 Knowledge: 7. It is effective. but useless against as passive attack such a poison gas. Robotics 1. and their solutions to problems are usually direct and violent. Bureaucracy 1. Mechanics 1. Gloating 1. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 6 Determination: 5 Awareness: 3. It counts as Armour of protection equivalent to the total Psychic Shield ability — Armour 8 for a Haemovore. Electronics 1. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. arid environment. Bureaucracy 2. against bullets. There are two distinct orders in the military hierarchy: the Ice Lords and the Ice Warriors themselves. Marksmanship 1. communication is automatic. at ranges greater than or equal to the ability. the creature must beat the difference. claw (Wounds 5) Armour: Full Armour 9 Strength: 5. Limited Telepathy allows communication only between other telepathic creatures. Special Immunity (cold) 2 Control: 2. Ice Lords are the officers. a mineral that is abundant on Mars and which they are eager to exploit sources of.

Alpha Centauri. their breathing sounds laboured. even when silent. At the top of the sphere. Precision 1 Mechanoids are the colonizing robots used by Earth to find and prepare planets for human occupation. A Mechanoid is about 1. MECHANOIDS Weapons: Blaster (Wounds 7 on kill only). Size 7 target. an Ice Warrior inflicts 5 Wounds. angular sphere on a low circular base. Tufts of fur stick out from the joints in their green armour. horny carapace and helmet count as full Armour 9. Ice Warriors tend to move slowly and deliberately. Robotics 1. electronic voices. Marksmanship 3 Size: 3 Weight: 5 Move: 2 Knowledge: 6. Engineering 1. Weaknesses The only weak point in an Ice Warrior’s armour is the gap that exposes its mouth and jaw. Mechanoids. however. dry climates so they are particularly vulnerable to humid heat. Instead of hands. A temperature of 20 degrees celsius counts as an environmental difficulty of 4 to an Ice Warrior. they are clearly alien. This gap counts as an Armour 3. slender metal feelers that the Mechanoid uses to operate machinery. Mechanics 1. both types have heavy pincers. Electronics 1. Arcturus and Peladon. the Daleks attacked and largely destroyed a Mechanoid city in their attempts to catch and exterminate the Doctor.2 metres tall. When striking with its claws. electric shock (Wounds 3) Armour: Full Armour 5 Strength: 4 Control: 1. and precede and finish their simple commands with spoken binary sequences. sibilant tones. without the heavy carapace. and the commands needed to gain access to the beautiful cities they create lost by man. It cannot be assumed that the Ice Warriors are automatically the enemy: they may well be allies! It is easy to understand why Ice Warriors were mistaken for Vikings when they were first discovered on Earth. When anyone encounters a Mechanoid city. each Ice Warrior must beat the difference between its Strength and the difficulty to remain conscious. Constructed during the first few years of Earth’s expansionist period. at others. a small column topped by a broad. the Mechanoids have largely been forgotten. Armour An Ice Warrior’s green. A narrow metal band runs round the middle of the robot and houses the two. is sometimes the answer to conflict or the advancement of their civilization. Such prisoners will be well catered for. however. On the planet Mechanus.DOCTOR WHO — TIME LORD Like humans. the Ice Warriors have been bent on the domination of Earth. but the Ice Warrior can recover consciousness only by beating the difference between its Strength and the environment. Their armoured. The metal triangular panels that comprise its outer skin conceal circuits. frozen in a glacier. At one time the Martian empire has been part of a federation of planets that has included Earth. however. and at 2 to 2.7 metres tall and looks like a multi-faceted. Mechanoids have grating. The heat does not inflict any Wounds. but it is a sterile existence. 96 . At the end of every action turn during which the ambient temperature difficulty is 5 or more. scaly carapace. not war. It uses sonic energy. Science 1 Determination: 6 Awareness: 3. every 5 degrees centigrade above this increases the difficulty by one. sensors and its weaponry. the Ice Warriors speak in low. Ice Lords are slightly built versions of the Ice Warriors. and have infinite patience to rebuild their work should it be destroyed. are used to repairing each other. Computing 1. Ice Warriors are used to cold. ridged limbs and helmet make them look as if they belong to an ancient civilization. Ice Warriors are a political species and able to recognize that negotiation. Weapons The blaster attached to an Ice Warrior’s right wrist inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. the robots will confine him indefinitely until they are given the codes that they should receive from the colonists. flat metal cone sticks out: the column contains the Mechanoid’s main audio sensors. Seemingly betraying a reptilian background.

Behind a front panel on each Mechanoid is a blaster that uses heat energy. It inflicts 7 Wounds and can only be used to kill. A Mechanoid can electrify its outer skin to protect it from physical assault: anyone touching this receives an electric shock that inflicts 3 Wounds.

Mechanoids have the equivalent of plate metal full armour, providing protection of Armour 5.

Mechanoids are easily destroyed by most blasters, and have no particular weakness apart from their logical and restricted thinking.

Weapons: Blaster (Wounds 7 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 1 Control: 3, Brawling 1, Marksmanship 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6, Astrogation 1, Computing 2, Electronics 1, Explosives 1, Robotics 2 Determination: 6, Command 1 Awareness: 3, Precision 2, Striking Appearance 2 Strikingly attractive by human reckoning, with golden skin, dark, elongated eyes, and white plaited hair, the Movellans are not what they seem. Beneath their ribbed and padded close-fitting white tunics and knee-britches, is a humanoid body of plastics and metal: the Movellans are coldly logical robots. Their uniform also consists of white mid-length boots and a silver gun-belt, which also holds a power pack. Movellans are the deadly enemies of the Daleks, using their powerful battle computers to try to outwit Davros’s creations. Yet doing so has resulted only in stalemate: whatever the Movellans’ computers plot, the Daleks’ computers counter and vice versa. The stalemate is only broken in the far future when the Movellans develop a virus that attacks only Daleks: it virtually destroys the entire species. The Movellans are utterly ruthless, although they may well appear helpful and considerate when first met, an impression that is heightened by their soft, gentle voices. Their robotic nature, however, is revealed by their lack of emotions and efficient, probing conversations. Movellans are reluctant to be touched or seen in death by aliens: it would immediately reveal that they are not creatures of flesh and blood. They will sacrifice temporary allies and even themselves to attain their goals. Movellan scout ships have a crew of no more than a dozen, but the onboard computer has the power to replicate any of the crew members that are destroyed. The spaceship itself, partly buries itself on landing as a means of self-defence.

Movellans carry a small, cone-shaped blaster that has a built-in hand shield. The blaster inflicts 7 Wounds when set on kill, and 3 Wounds when set on stun. These robots, however. inflict only 2 Wounds with their fists.

A Movellan’s resilient body is equivalent to full Armour 6.

The external power pack on each Movellan’s belt is a serious weakness. If it is removed, the Movellan is deprived of power and collapses slowly to the ground. The power pack counts as a Size 7 target. Movellans are also completely logical: irrational actions are likely to outwit them.


Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 2) Armour: Body Armour 3 Strength: 5, Pain Resistance 2 Control: 3, Blunt Weapons 1, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 3, Running 1 Knowledge: 2, First Aid 1, Wilderness Lore 1 Determination: 5 Awareness: 2, Tracking 1 Brutal and stupid, Ogrons have two great qualities: they are tough fighters and they are loyal to their masters. Brought out of a primitive, almost Stone Age existence by the Daleks to fulfil a role as mobile, aggressive guards, Ogrons have become mercenaries, hiring themselves out to whoever or whatever needs their services. Yet they are still a primitive people: Ogrons live in cave dwellings on their home planet, which they simply call Homeworld now they have discovered the existence of other planets. Known as Ogros to other civilizations, it is a bleak, rocky planet; it is also home to a large predatory reptile that the Ogrons worship as a god. Ogrons are about 2.2 metres tall and look like dark-skinned apes. They are largely bald, apart from some long, straggly hair that hangs down from the back of their heads. A prominent bony ridge casts their small, dark eyes into shadow; their heavy jaws heighten their almost neanderthal look. They typically dress in coarsely woven, baggy tunics and leggings, over which they wear a stout jerkin. Although Ogrons are capable of following orders well, they have no sense of initiative, and often overlook details that their masters consider important. They have gruff, deep voices which are difficult to understand. Although they may be lacking as conversationalists, Ogrons have an intuitive grasp of technology, and easily comprehend the function, if not the workings, of blasters, spaceships and the like.

Ogrons are armed with heavy duty blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Their tough hands inflict 2 Wounds.

An Ogron’s jerkin is equivalent to tough leather body armour, offering protection of Armour 3.

Ogrons are superstitious and dreadfully afraid both of their god and their masters. Their stupidity means they are easily outwitted, unless they are in the company of an intelligent leader such as the Master or a Dalek.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 4) Armour: Full Armour 7 Strength: 4 Control: 2, Brawling 1, Marksmanship 1 Size: 3 Weight: 5 Move: 2 Knowledge: 6, Computing 1, Electronics 1, Engineering 1 Determination: 6 Awareness: 2, Keen Sight 1, Tracking 1 Robots are an incredibly varied type of machine and can have greatly differing abilities. The most dangerous robots, however, are often humanoid in shape: the abilities listed above are such a robot whose duties include servicing machinery or guard duty. Specialized robots will have skills more appropriate to their duties. Robots have an important role to perform: they remove the need to use men for onerous, repetitive tasks and also help to cut overheads by obviating the need to pay wages. A robot will continue to work tirelessly, provided that no one interferes with its programming.


Many of the Doctor’s opponents use robots of some sort, and they are of sufficient menace not to be disregarded. Particularly intelligent robots become aliens menaces in their own right, such as the Movellans.

Not all robots are equipped with blasters, but those that are inflict 6 Wounds on kill and 3 Wounds on stun. A robot’s powerful hands inflict a number of Wounds equal to its Strength.

Most robots have a metal skin or framework which is equivalent to full metal plate Armour 7.

A robot is blinded if its optical sensors are covered or shot out; the sensors are Size 7 unarmoured targets. It can be completely discombobulated by disconnecting or destroying vital circuits.

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), claw (Wounds 2) Armour: Full Armour 6 Strength: 5, Iron Constitution 2, Special Immunity (pressure) 3 Control: 3, Brawling 1 Size: 3 Weight: 4 Move: 3, Swimming 3 Knowledge: 6, Computing 1, Electronics 1, Engineering 1, Explosives 1, First Aid 1, Science 1 Determination: 5, Command 1 Awareness: 3 Sea Devils are an intelligent reptilian species that live in underwater, air-filled cities at the bottom of Earth’s oceans. The are the underwater cousins of the Silurians, and like them retreated into hibernation chambers many thousands of years ago when a planet threatened to crash into the Earth. Many Sea Devils are still in hibernation awaiting the signal to awake: their instruments have yet to give the all clear because the collision never occurred. Only a few colonies have come to man’s attention as a result of his investigations of the seabed triggering the Sea Devils’ alarms. Once rulers of a great underwater civilization, the Sea Devils are not a martial species. Together with the Silurians, they made great scientific advances and developed a sophisticated culture. Those colonies that have woken to find man, a jumped up ape, running and ruining their planet naturally wish to remove this usurper. If the Sea Devils could trust man, however, and man could trust the Sea Devils, it would be possible to share the planet. The third Doctor tried, but failed, to achieve this compromise in The Sea Devils. Sea Devils are manlike lizards with a tough, green and brown leathery skin. Their turtle-like heads have beaked mouths and golden eyes with large black pupils. On each side of the head, a fan-shaped frill of skin sweeps backwards from the temple to shoulder level. They dress simply in a blue net robe that is tied at the waist by a white gun belt. Although Sea Devils are reptilian, they are much like humans in their mental make-up, with the same emotional frailties and strengths.

Sea Devils carry a compact, circular blaster that uses heat energy and inflicts 6 Wounds on kill, 3 Wounds on stun. It can be adjusted to act as a cutting torch, inflicting 6 Wounds an action turn at a range of zero areas. A Sea Devil’s clawlike hands inflict 2 Wounds.

The natural leathery skin of a Sea Devil counts as full Armour 6.

The only physical weaknesses in a Sea Devil’s skin are its eyes, which are unarmoured Size 7 targets. Hexachromite gas is a deadly poison to Sea Devils, counting as fast-acting poison, Wounds 5.


Silurians have manlike brown bodies that are covered in fine scales. a mere ape. Weaknesses Silurians are vulnerable to hexachromite gas. is the dominant life-form. Special Immunity (heat) 2 Control: 4 Size: 3 Weight: 4 Move: 3 Knowledge: 6. when apes were considered as unintelligent playthings. Iron Constitution 2. It uses heat. it inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. The Silurians are related to the Sea Devils. Weapons A Silurian’s third eye in the centre of its forehead is both a weapon and a means of operating equipment. The small. and can therefore be used as a cutting torch to melt and reform steel and rock: in this mode it inflicts 6 Wounds at a range of zero areas. it has a maximum range of four areas.DOCTOR WHO — TIME LORD SILURIANS Weapons: Blaster (Wounds 6 on kill. but the creatures awaken only when man’s scientific experiments unleash enough energy to activate their hibernation machinery. Silurians are dismayed that man. They once ruled the Earth at the time of the dinosaurs. forcing the Silurians into a sleep of many thousands of years. A collar of rough skin falls down to their shoulders. First Aid 1. The Silurians’ instruments never detected the post-disaster conditions they expected. As a weapon. round and almost sucker-like mouth is not suited to human speech. warbling voice. Wilderness Lore 1 Determination: 3 Awareness: 2 Many of the Doctor’s adventures take place on Earth or on one of Earth’s colonies. It is also possible to shoot at a Silurian’s small eyes: these are heavily lidded and count as Size 8 targets. Science 1 Determination: 4. The disaster. Engineering 1. None better than Armour 6 Strength: 4 Control: 3 Size: 3 Weight: 4 Move: 3 Knowledge: 4. Wounds 3 on stun). SOLDIERS Weapons: Depends on time and space. electronic locks and the like. where they went into hibernation. Command 1 Awareness: 3 Silurians should more accurately be described as Cretaceans. focusing infra-red energy on its target. emits infra-red radiation that can be used as a weapon or emitted in pulses to operate scientific machinery. the Silurians would like to see the upstart eliminated so their golden civilization could be restored. Flat trapezoid ears jut out from the side of their heads. never happened: the planet went into orbit round the Earth and became known as the Moon. however. First Aid 1. located in the central crest. The impending disaster of a planet crashing into the Earth forced the Silurians to retreat into underground caverns. however. There are colonies of Silurians all over the Earth. A third eye. Computing 1. Electronics 1. is most often provided by security guards or soldiers: whether the guards are 100 . which is poisonous to them. and the top of their heads are ridged and crested. Wounds 5. their underwater counterparts who were also forced into hibernation. No firearm capable of inflicting more than 6 Wounds on kill Armour: Depends on time and space. where he encounters all types of people. their splayed feet have three toes and their three-fingered hands end in talons. Armour A Silurian’s tough skin counts as full Armour 6. It counts as a fast-acting poison. although their first given name has stuck. Opposition. claw (Wounds 2) Armour: Full Armour 6 Strength: 5. Explosives 1. resulting in a deep.

The Sontarans’ home planet. Future worlds Man has long realized that the best armour he can make is useless against the destructive power of blasters. which is partial Armour 5. as well as a plate metal helmet. Astrogation 1. Robotics 1. bordering on limited time travel. they are unarmoured except for a plate metal helmet. range 4 areas) Armour: Full Armour 8 Strength: 6. Special Immunity (high gravity) 2 Control: 3. about 5 metres in diameter. Sontarans are encountered individually and are usually scouts sent out to reconnoitre terrain or analyse the physical and mental weaknesses of the enemy. which offers protection of Armour 2. offering protection of Armour. which offers protection of Armour 5. They will be armed with a sword and shield. Their main weapon is the spear. heavily muscled bodies reflect this. Wounds 3 on stun. at the referee’s discretion they may have a sword as a secondary weapon and a shield. that are equipped with the necessary laboratory equipment to assist their in tasks and which also act as the 101 . Electronics 1. Remember that these weapons are inaccurate and increase the difficulty to hit a target by one. Sontarans have only two fingers on each hand and opposable thumbs. They will be armed with blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. Acute Hearing 2. Soldiers in this period will be unarmoured apart from a plastics fibre helmet.DOCTOR WHO — TIME LORD from medieval England or a starship. Command 2. Science 2. Ancient worlds Greek and Roman warriors wear plate metal body armour. Engineering 1. Sontar. has a high gravity. which protects the head as partial armour 5. which counts as partial Armour 5. Apart from a few basic soldiering skills. Temporal Science 1. however. By human reckoning. A translation box on a wide belt allows a Sontaran to understand and speak any language. UNIT troops are in this category. Industrial revolution worlds Guards and soldiers alike will have no armour and use muzzle-loading muskets. gunmetal-coloured space armour. Much of the time. with squat features and small red piggy eyes. Medieval worlds Knights are usually equipped with flexible metal body armour. it is geared to war. Scouts have spherical spaceships. soldiers may be given plastics fibre body armour. SONTARANS Weapons: Blaster (Wounds 6 on kill. both of which count as guns with magazines. Castle guards will be armed with a spear and have soft leather body armour. a subject at which they are masters after countless years of conflict with the Rutans. and the species’ stocky. Martial Arts 2 Size: 3 Weight: 5 Move: 3. Wilderness Lore 1 Determination: 6. Wall guards may be armed with crossbows instead of spears. Meeting a Sontaran is like meeting Humpty Dumpty with an attitude. Keen Sight 2 Sontarans are built and bred for war. Gloating 1 Awareness: 1. phosphorescent green jellyfish. these men have few special abilities. Sontarans are ugly: they have smooth-skinned. brown dome-like heads. Coarse bristles sprout in tufts from their ears and chins. Modern worlds When on special assignments. They are also limited conversationalists: the longest line such referee characters are likely to get in an adventure is ‘Aaargh!’ — the number of A’s is optional. but would be similarly armed. Soldiers will usually be equipped with automatic rifles or submachine-guns. dome-like helmet with narrow eye holes provides complete protection for the head. they are all basically the same: only the weapons and armour differ. Computing 1. Normally. Warriors from countries such as Egypt would not have the benefit of armour. Piloting 1 Knowledge: 6. Gallifreyan Citadel guards fall into this category. which offers protection of Armour 4. a smooth. Marksmanship 2. Although Sontaran technology is highly advanced. a sort of intelligent. A superstitious people might easily believe them to be goblins. Their manlike form is encased in flexible.

Astrogation 1. They consider all other methods of reproduction as weaknesses. they have a high intelligence. Science 1 Determination: 5. Armour Sontaran space armour counts as full Armour 9.DOCTOR WHO — TIME LORD control centre for their operations. Weak pulses from the rod can be used to control Sontaran machinery. Sontarans are always mobile. a narrow black tube about 30 centimetres long that is slung from the right side of a Sontaran’s belt. The main tool is a multi-purpose blaster and control rod. It counts as an unarmoured Size 7 target. Sontarans are clones: all of them look alike. By modulating the light energy it emits. Mechanics 1. Control Gravity 1 Awareness: 3 Tractators are harmless burrowing beetles that live in tunnels beneath a planet’s surface. Weaknesses A Sontaran’s only weakness in its armour is the probic vent at the back of its neck. which compensate for a shortage of real abilities. the Gravis oversees the 102 . enabling the species to sustain tremendous casualties in war. the species produces a Gravis. it has a limited range of 4 areas. Control Gravity 1 Awareness: 3 GRAVIS Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 6. however. The Gravis is the driving force behind the expansion of the species. Electronics 1. Sontarans need to recharge their energy periodically. which is exposed even while the protective helmet is worn. With the ability to construct sophisticated and accurate mining equipment. When used as a weapon. a super-intelligent Tractator with the ability to unite the lesser Tractators into an organized force. for at least six hours after each recharging. the rod can be used to hypnotize and control subjects. a full invasion force is sure to be close by. Weapons The Sontarans are highly dependent on their equipment. which can grow only by colonizing new planets. Each hour a Sontaran is away from its ship counts as a cumulative difficulty against Strength against which it must test at the end of every hour in order to remain active. therefore. Engineering 1. Wherever there is a scout. TRACTATORS & THE GRAVIS TRACTATOR Weapons: Claw (Wounds 2) Armour: Body Armour 4 Strength: 4 Control: 2 Size: 3 Weight: 5 Move: 2 Knowledge: 3 Determination: 3. pointing out that up to a million cadets are hatched at a time at the Sontaran Military Academy. too: they respect military hierarchy and are used to ordering people about. Sontarans have little skill at negotiation. retreating to their space ships to do so. It must not be forgotten that although they are a martial race and relish even other people’s conflicts. It is considered as having Determination 4 and a range of zero areas for this purpose. Sometimes. the blaster inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. Sontarans act alike.

purposeless creatures. the Tractators revert to harmless. talon (Wounds 5) Armour: Full Armour 8 Strength: 5. Precision 1. about 40 centimetres long. yet they are dangerous: their hairy hands end in razor-sharp talons. 103 . Strength 7). 4 in the case of other Tractators). The Gravis is identified by its predominantly green skin. Control Gravity [Determination] The ability to influence gravitational fields through mental control is imparted by the Gravis to his subservient Tractators. These people are then harnessed to the mining machines. Tracking 1 Yetis are unintelligent robots that are controlled by the Great Intelligence. short tendrils are visible between the Tractator’s thick lips. the Gravis will seek to divert passing spaceships. Indomitable Will 2 Awareness: 3. which inflict 2 Wounds. and instead of teeth. a being of pure thought from another dimension. however. Large. carrying out physical tasks that either the intelligence or its human agents cannot manage. tufts of black fur stick out from the overlapping sections. a Tractator will attack with its stubby claws. Its soft underbelly counts as soft leather partial armour. If no such minds are readily available. The back of a Tractator is protected by black chitinous segments. Weapons The main weapon used by Tractators is their Control Gravity ability. need a supply of humans. It has a pair of short. If forced to. glassy eyes stare out sideways from an almost fishlike head. to provide the living intelligence that powers and guides their mining machinery. offering protection of Armour 2. When awakened by the Gravis. but the effect is to increase the Tractators’ total ability at Control Gravity. Two antennas. The concentrated gravity field manifests as a pink nimbus around its target. Tractators stand upright and are about 2 metres tall. Brawling 2. the Tractators move in. Weaknesses The Gravis is the Tractators’ greatest weakness. causing to crash on the planet. which the Yetis usually slash violently at an enemy. black leathery snout and yellow fangs are barely visible through the mass of fur. Tractators may increase the strength of the field by concentrating the mental power against one subject: the rules for group fire are used. A living subject in the gravitational field can try to break free using its Strength against a difficulty equal to the total mental ability of the Tractators. They are its tools on Earth. Knocking the Gravis unconscious or moving him away from the same planet will break his control.DOCTOR WHO — TIME LORD building of tunnels to turn the centre of a planet into a giant gravity motor. Marksmanship 2 Size: 3 Weight: 5 Move: 3 Knowledge: 2 Determination: 6. or other intelligent minds. The creatures have a terrifyingly loud roar. The difficulty of moving a target is equal to its Weight plus the number of areas it is to be moved. stubby arms with ridged. Tractators. The strength of the gravitational force is equal to the Tractator’s total ability (6 in the case of the Gravis. stick out from the top of the head and provide the means of directing and channelling gravitational energy. bipedal and covered in long shaggy brown fur. picking on weakened. cold. Without him. instead of the more usual brown. Iron Constitution 2. Its underbelly is a pale brown colour as is the broad. Armour A Tractator’s chitin counts as body armour with a protective value of Armour 4. pressure) 2 Control: 2. Special Immunity (heat. enabling the Tractators to travel through space. They are about 2. shovel-like hands. Once the colonists have built up sufficient numbers to guarantee a permanent supply of usable minds. Originally constructed in the Himalayas.1 metres tall. Their red eyes. Yetis look almost comically squat because of the breadth of their bodies. the Yetis were given the form of abominable snowmen. sucker-like base which allows it to move. sleeping or sick targets and dragging them through the very earth by dint of their gravitational powers. YETIS AND THE GREAT INTELLIGENCE YETI Weapons: Web gun (grapple attack. which they operate until their minds burn out.

Although the web does no damage. its green and orange skin. It requires a mental focus in order to materialize: this focus can be the mind of an oriental mystic caught wandering in the astral plane. Armour The metal skeleton and cladding of a Yeti is equivalent to full Armour 8. Cybernetics 1.DOCTOR WHO — TIME LORD Human agents control the Yetis about by moving scale models over maps of the local terrain: the models act as a focus through which the intelligence can channel its Determination to make the Yetis do its bidding. or even an active relic of the intelligence’s previous visitations. Deep-set. which in effect it hypnotizes and then possesses. Determination 8 (Special abilities of Hypnotism 1. a Zygon’s fingertips end in small suckers. It is theoretically possible to destroy the intelligence in psychic conflict. ZYGONS Weapons: Electric charge (wounds 4. Electronics 1. looks unpleasantly rubbery and is slimy to the touch. but even the Doctor’s mind is too weak to contemplate such an action. Weaknesses Each Yeti receives its instructions through a silver control sphere about 10 centimetres in diameter that fits into a cavity in its chest. This telekinetic ability can produce physical manifestations similar to cobwebs. It slowly suffocates a target. Lines of sucker-like nodules run along the limbs and spine. enabling it to resist burning and even to contain explosions. it can gather together the materials necessary to build its robot servants. it counts as a successful grappling attack made by an opponent with Strength 7. however. which is a Size 7 target. tangible evidence of the intelligence’s work. just the abilities of Knowledge 8. Once the intelligence has a human agent. Independent Spirit 1 Awareness: 3. Weapons Yetis are sometimes equipped with web guns that emit a tough. move or restrain inanimate objects by thought alone: the difficulty of doing so is equal to the object’s Weight plus the number of areas to be moved. Control 3. A Yeti inflicts 5 Wounds when it attacks with its talons. Indomitable Will 1 and Telekinesis 1) and Awareness 7. 104 . A pyramid of control spheres is sufficient a focus for the intelligence to channel itself through. A flap of fur usually conceals and holds in the sphere. such as a Yeti control sphere. Its prime human agent gains the mental abilities of the intelligence. a pug nose and a slight. The Great Intelligence has no corporeal form. A great dome-like head meets the shoulders direct. Computing 1. there is no trace of a neck. It can exert its powers through space. Shapechange 3 Zygons are refugees from a stellar explosion that destroyed their home world of Zygos. Science 2 Determination: 6. Gloating 2. Telekinesis [Determination] This special ability gives the intelligence the power to lift. the intelligence is temporarily banished. The guns have a range of only 1 area. If its focus is destroyed before it can build up sufficient power to enter the physical world. range 0). THE GREAT INTELLIGENCE Exiled from another dimension. a Yeti is inactive: it is like a machine that has been turned off. the Great Intelligence drifts through time and space. Their other relevant abilities are Strength 3. Weight 2 and full Armour 8. the Yetis. Control spheres. small eyes. resilient cobwebby substance that binds or envelops its target. First Aid 2. to restrain or move objects. however. seeking entry into the world of men. fist (Wounds 2) Armour: Full Armour 6 Strength: 5 Control: 3. and their control spheres. Without a control sphere in place. counting as a Wounds 6 slow-acting poison with an attack period of one action turn. The TARDIS was once restrained in this fashion. puckered mouth give the Zygons an air of brooding menace. Brawling 1 Size: 3 Weight: 4 Move: 3 Knowledge: 6. A Zygon’s manlike body is upright and bipedal. are semi-intelligent and will seek out inactive Yetis: they have Move 1 for this purpose and can fly or levitate. and form a crest on the Zygon’s head. The web also has the ability Special Immunity (fire) 3.

the Zygons seek new worlds to make habitable: they prefer warm wet climates. even going as far as committing genocide.DOCTOR WHO — TIME LORD Their burbling. can lead them to underestimate their opponents. when the Zygons planned to modify the Earth’s climate to make it more suitable for their species and its herds of Skarasens. The specimens need to be held onboard the Zygon spaceship in the event that their body print fades. Zygon spaceships usually carry tanks containing Skarasen embryos. Armour Zygons have a tough hide. The Doctor had to deal with a Zygon spaceship and crew on Earth in Terror of the Zygons. Confident in their own superiority over other species. Zygons will use any tactics they feel are necessary. preferably including key political figures. Their arrogance. however. A Zygon’s fists inflict 2 Wounds. Weapons A powerful electrical charge emitted from a Zygon’s fingertips is its only offensive weapon: it inflicts 4 Wounds and counts as a close-combat attack. record their body prints and allow shapechanged Zygons to take their places. but they can be damaged by bullets. also transfer some or even all of the copied subject’s memory. Particularly advanced shapechanging techniques. Shapechange [Awareness] The ability of Shapechange is a very sophisticated form of Disguise. 105 . sibilant voices sound menacing and betray the fact that Zygons are arrogant. Weaknesses Zygons have no real physical weaknesses. with the result that it resembles the creatures themselves: consoles have rubbery nodules as controls. and connections are usually in the form of suckers on long rubbery stalks. Zygons have developed a body transference machine that allows them to adopt the physical form of any creature. Even a Zygon spaceship is partly organic. provided that they have recorded its body print. It is the ability exactly to mimic the physical appearance of another creature or person. Because they are desperate to survive. usually machine assisted like that of the Zygons. Their skin is equivalent to full Armour 6. amphibious dinosaur-like creatures whose lactic milk is a vital component of the Zygons’ life cycle. Zygon technology uses organic materials. The usual procedure is to capture suitable specimens.


Throughout his travels, the Doctor has met and made some enemies that have returned again and again, either to seek revenge for their defeats or simply by chance. These villains are characters in their own right that deserve careful role-playing by the referee. None of them would unnecessarily endanger themselves, and certainly would make the most of any opportunity to escape should events prove too dangerous for them. Referees who like to give their players a challenge could easily give one player the role of a villain. Such a player should co-operate with the referee as far as developing a plot goes, but should also improvise, creating deadly traps for the other players to fall into. Having a real villain, rather than letting the overstretched referee handle the task, will give players a real third party to negotiate with and outwit.

Apparent age: over 100 Species: Kaled Equipment: Armoured, mobile base (body Armour 9) Strength: 3, Cheat Death 3, Iron Constitution 2, Regenerative Powers 2 Control: 2, Sleight of Hand 2 Size: 4 Weight: 5 Move: 2 Knowledge: 7, Computing 2, Electronics 1, Engineering 1, Mathematics 1, Poisons 1, Pseudoscience 2, Robotics 2, Science 1 Determination: 7, Command 1, Gloating 1, Indomitable Will 2 Awareness: 2, Acute Hearing 2, Bureaucracy 2, Eloquence 3 The Kaled scientist Davros is responsible for one of the greatest evils ever to be inflicted on the universe: the Daleks. Originally created as simple engines of war to eliminate the Thals, the Kaleds’ rivals on the planet Skaro, the Daleks have gone on to terrorize the universe. Yet they are beaten time and time again by the Doctor; they even lose their centuries-long war with the Movellans, who develop a virus that is deadly to Daleks. It is the weaknesses of the Daleks that bring them back to Davros, who in turn needs the Daleks to satisfy his lust for power. Although Davros is a genius, he is clearly quite mad. But his madness makes him the most dangerous paranoid megalomaniac in the universe. He is determined to eliminate the weaknesses of the Daleks and bring his creations back under his control, and he has no compunction about killing or crippling people in the course of his scientific experiments. He is as ruthless and cruel as the Daleks, although he still has vestiges of benign emotions which enable him to manipulate other people through pity. The Daleks are now split into two factions: pure strain Daleks and Imperial Daleks. Pure strain Daleks are those created by Davros’s original genetic experiments; Imperial Daleks are the more advanced Daleks that Davros is currently experimenting on to produce the ultimate fighting machine. Mutants that Davros produces which are unsuitable as Daleks are rejected and consigned to the outside world to survive on their own. These mutants usually stay near to Davros’s laboratories, making fearsome guards. Davros rules the Imperial Daleks in the guise of the Emperor Dalek. A cripple, Davros was already confined to an armoured, self-powered chair before his creations turned on him. This base is like the bottom half of a Dalek, with black panels and silver hemispheres in rows on each slab. It contains his life-support system, communications equipment, and even a few dirty tricks to overcome enemies. As Emperor, Davros has simply topped this base with a broad dome, about 1.5 metres in diameter, with a single eye-stalk. The front of the dome can be lifted to reveal Davros himself. His wrinkled, brown-skinned and hairless head is surrounded by a cage of electrodes. In the centre of his forehead, suspended by the cranial cage, is a blue electronic eye which allows Davros to see: he is otherwise blind. His upper body is covered by a black, plastics tunic. One arm hangs uselessly by his side, the end disappearing into the top panel of his armoured chair; his right arm and hand control the switches and buttons. Davros’s voice is electronically augmented, and sounds like the harsh, metallic voice of a Dalek.

Davros has no offensive capability. The control panels of his armoured base, however, may conceal probes and drugs that can be used to bend the minds of people and Daleks to his will. Davros needs to be in the same area as his victim to strike with such weapons.


Davros’s armoured base is made of the same material as Dalek armour; it is equivalent to body armour offering protection of Armour 9. In his guise as Emperor Dalek, Davros has the equivalent of full Armour 9.

Like his creations, Davros is not very mobile. His upper body is vulnerable to aimed shots if it is not protected by the Emperor Dalek dome and counts as an unarmoured Size 6 target. Davros is aware of his weaknesses, however, and even resorts to using simulacra of himself to decoy attacks. The main control panel on his armoured base houses his life support controls. Anyone who learns of their existence and location can threaten to turn Davros off, in which case he becomes quite amenable to their demands.

Apparent age: late 30s Species: Human Equipment: Blaster (Wounds 6 on kill, Wounds 3 on stun), grenade (Wounds 7), Armour 5 body armour Strength: 5 Control: 4, Brawling 2, Lockpicking and Safecracking 1, Marksmanship 2, Stealth 2 Size: 3 Weight: 4 Move: 3, Piloting 1, Running 1 Knowledge: 5, Astrogation 2, Computing 1, Electronics 1, Engineering 1 Determination: 3, Independent Spirit 2 Awareness: 3, Bargaining 3, Gambling 1 Glitz, a small-time crook with small-time ambitions, is more a rogue who finds himself on the wrong side of the Doctor than a real enemy who is out for the Doctor’s blood or brain. Although he will co-operate when circumstances require teamwork, Glitz is always out for himself and constantly looks for opportunities to improve his wealth, health and general safety. If that means shooting or betraying someone, Glitz is happy to do so. If Glitz cannot negotiate a good deal for something he wants or win it in a game of chance, he will put his mind to stealing it. He has great confidence in his bargaining ability, even when opposed by obstinate or unwilling traders, and is sometimes too confident for his own good. Glitz will consider working for a patron — even someone like the Master — if he believes that he will gain in the end. He is not an idiot, though, and seldom trusts his patrons. Even the crew of his spaceship, The Nosferatu, are not worthy of his trust: he sold one particularly mutinous crew. In effect Glitz is a buccaneer of the space lanes, although he prefers to describe himself as a scholarly philanthropist. He is fond of using long words to confuse his minions and to make him appear more educated than they are. His rough background is betrayed, however, when he comes across objects of great value, to which his usual response is ‘Must be worth a lot of grotzits’ or ‘I can do you a deal on that.’ A native of the planet Cilostephus, in the constellation of Andromeda, Glitz has spent some time studying, as he might say, the architecture of rudimentary behavioural reform establishments: in other words, he has been in prison. The Nosferatu, Glitz’s spaceship, is any craft that Glitz happens to acquire on his travels. The Nosferatu 1 was destroyed on Ice World; The Nosferatu 2 was simply the commandeered vessel of Ice World’s late ruler, Kane. Glitz’s propensity for gambling and adventure means he is likely to lose and gain several spaceships, so his craft may not be immediately recognizable to the Doctor. Although Glitz is lazy and prefers his minions to do any hard work, he will take over when competence is required. He resents being pushed around by anyone, even if they have the authority and are in the right. A stocky, well-built man, Glitz wears swashbuckling attire: a loose-fitting, multi-coloured silk top, a studded leather shoulder-guard worn over his right shoulder, baggy black trousers and calf-length brown boots. His curly black hair is greying slightly, and his sideburns are fashioned into narrow bars. Glitz’s green eyes are mischievous and calculating. Although Glitz rarely works alone, he seldom works with the same people twice, usually because he has diddled them out of any promised remuneration. His crew typically consists of criminals like himself but without the brains for organized action. At the end of Trial of a Time Lord, Glitz left Ice World accompanied by the Doctor’s companion Mel, who was determined to change his criminal ways. In future encounters with Glitz it may be that Mel is present, probably still trying to reform him.


His blaster can be set to stun, inflicting 3 Wounds, or to kill, inflicting 6 Wounds. For contingencies, Glitz usually carries a small but powerful grenade which is concealed up one sleeve of his tunic. The grenade inflicts 7 Wounds to anyone in the same area when it explodes and 3 Wounds to anyone in an adjacent area.

Glitz wears virtually unnoticeable plastics fibre body armour beneath his tunic. Aimed attacks need to be made at his head or limbs to avoid hitting this protection, which is Armour 5.

Apparent age: early 40s Species: Gallifreyan Equipment: Tissue compression eliminator (Wounds 9, range 1 area), or a blaster (Wounds 6 on kill, Wounds 3 on stun) Strength: 4, Absorb Form 1, Cheat Death 3, Iron Constitution 2 Control: 5, Leaping 1, Martial Arts 1, Sense of Balance 1, Sleight of Hand 1, Stealth 2, Thrown Weapons 1 Size: 3 Weight: 4 Move: 3, Driving 1, Piloting 1, Running 1 Knowledge: 6, Astrogation 1, Computing 2, Electronics 2, Explosives 2, First Aid 2, Law 2, MacGuffin 2, Mechanics 1, Medicine 2, Occult 2, Pseudoscience 1, Science 2, TARDIS 2, Temporal Science 2 Determination: 7, Command 1, Gloating 2, Hypnotism 1 Awareness: 4, Acting 2, Con 3, Disguise 3, Eloquence 2, Striking Appearance 2 The Master and the Doctor are contemporaries, rival Time Lords from their student days at the Academy on Gallifrey. Although the Master is also a renegade, he is dedicated to creating chaos and destruction throughout the universe, sometimes just for the fun of it. At the same time he seeks power over others. Once friends, the Doctor and he are now the bitterest of enemies: the Master is determined to kill the Doctor and lays deadly traps through space and time to attain this objective. No trick is too low for the cunning Master. He will threaten and endanger the lives of innocents and enlist the help of the most dangerous aliens in the universe if he believes it will give him power. The Master has even resorted to working with the Daleks. He is an ally of dubious worth, however, as he is always out for his own good, and will betray his allies if it is expedient to do so. Charm and subtlety are the two main weapons of the Master. He is devilishly charismatic, disarmingly polite and well-dressed, enabling him to sway people to his way of thinking by simple argument and strength of personality. If gentle persuasion does not work, he uses hypnotism; if that fails he resorts to anger, threats and abuse. It is in failure that the Master’s megalomaniac personality comes forth, although he is quick to suppress any outbursts of temper. The Master’s plans, however, are seldom straightforward. He uses a devious selection of traps to snare the unwary or to ensure he has time to escape when his plans go wrong. His quest for power leads him to investigate powerful civilizations in attempts to learn their secrets. The Master will use the superstitions and beliefs of a people against them while manipulating their technology. Yet he sometimes underestimates both the resolve of the people and the power of their technology, ending up with nothing. He is a formidable expert at disguise, using rubber masks to hide his true appearance and deceive his enemies. Unlike the Doctor, the Master no longer has the power of regeneration because he has reached the end of his natural life cycle. By force of will and hatred for the Time Lords and the Doctor, however, the Master kept his decaying thirteenth incarnation alive long enough to absorb body of Consul Tremas of Traken, whose form he now adopts. The Master has dark, short swept-back hair, a pointed beard and moustache, and blue eyes and dark, brooding eyebrows. He wears a simple black jacket and trousers, with an ornate collar that is embroidered with silver in a diamond pattern. He wears black gloves.

The Master’s deadliest weapon is the tissue compression eliminator, which looks like a black rod about 4 centimetres in diameter and 25 centimetres long. It is equivalent to a blaster that inflicts 9 Wounds but has a range of only one area; if it kills its target, that person is shrunk to one sixth of his height and weight. The discovery of the doll-like remains of this weapon’s victims is a sure sign that the Master is around. Sometimes the Master will use an ordinary blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. He also has recourse to a variety of explosive traps and electronic gimmicks.


he can attempt to absorb the body of another. He is the Prometheus of the cosmos. Stealth 2 Size: 4 Weight: 4 Move: 3. Medicine 2. He is quite jovial. If he succeeds. Regenerative Powers 3 Control: 4. it is possible to find modern kitchen equipment and power lines. the Monk carelessly leaves objects outside it: in his secluded base. Cheat Death 3. He is a collector. cheerful face. He is quite handy with improvised blunt weapons.DOCTOR WHO — TIME LORD Absorb Form [Strength] If the Master’s body fails him. who has twice stranded him. for example. slightly greying hair. however. He also champions the underdogs. and may well turn up as a third party in an adventure. historical losers who he believes have a better culture and deserve to survive rather than perish at the hands of a crasser people. Although he is a clever and devious schemer. The Monk will use any technological aid he can to further his plans. to forestall the Viking invasion fleet that left King Harold’s forces to exhausted to beat off the Normans in 1066. He longs to get revenge on the Doctor. 109 . too. the Monk dresses in a brown habit and round cap. Electronics 2. completely unconnected with main events. Acting 2. when his schemes are running smoothly. Weapons The Monk is not normally armed. The Monk. just a misguided one. TARDIS 2. He must first beat the difference between his total Absorb Form ability and the target’s Strength to physically take over. the Monk is careless. It was his intention. from gramophone records for sound effects to atomic cannons to destroy his enemies. Yet he behaves childishly and sulks when his plans are balked. Iron Constitution 2. he must then beat the Determination of the host’s mind using his Determination in order to control both mind and body. History 2. bringing technological fire to its people. Astrogation 2. Very much into creature comforts. MacGuffin 1. the Meddling Monk is a renegade Time Lord who cannot abide the restrictive practices of his people. Con 2. nor does he wear armour. Only the Doctor’s timely intervention thwarted the Monk’s plan. brown. Robotics 1. He has a round. Science 2. Pseudoscience 1. Running 1 Knowledge: 6. a disguise that allows him to pass freely through the primitive societies which he seeks to enlighten. and incredibly pleased with himself. although his TARDIS usually has stocks of weapons from all times. Blunt Weapons 2. THE MEDDLING MONK Apparent age: late 40s Species: Gallifreyan Equipment: None Strength: 3. Intuition 1 Like the Doctor. the Monk has a habit of accidentally leaving anachronistic clues to his presence. The Monk believes that technology should be given to primitive societies so they can improve their lot in life. hoarding trophies in his TARDIS that have been taken from all periods and places in time and space. allowing the time and space machine to fit in with its surroundings. Most of the time. his motives and plans are sometimes transparently obvious. The Monk is not an evil character. Temporal Science 1 Determination: 5. is a mischief-maker and interferes with the proper course of events on planets in his attempts to improve history. Gloating 2 Awareness: 4. Disguise 2. and green eyes. First Aid 2. Although his TARDIS’s chameleon circuit works.

The mines inflict 10 Wounds to anyone in the same area who treads on them: anyone who enters the same area as a mine will be blown up unless they can beat the difference between their Awareness and the difficulty of spotting the mine (its Size of 6). Escapology 1. however. Science 1. Explosives 2. Although the Doctor has ruined her experiments in the past. means that the Doctor often fails to recognize her and only too late realizes who he is up against. sparkly tunic. Cheat Death 3. Poisons 1. she considers herself above the need for petty feuding. Weapons The Rani does not habitually carry a weapon unless she believes her victim is going to resist. Indomitable Will 1 Awareness: 4. Long. Regenerative Powers 3 Control: 4. brunette hair tumbles down over her shoulders and back. Acting 2. The drug is equivalent to a Wounds 4 fast-acting poison: if it beats the difference between its Wounds and the target’s Strength. Robotics 1. Temporal Science 2 Determination: 6. such side effects are not enough to make her abandon her experiments. Her heart-shaped face has high cheekbones. Out of her disguises. crimson trousers and red-leather mid-length boots. however. making them subservient to the Rani’s will. Her great talent for disguise. but the total Wounds it inflicts is the difficulty that the person has to beat to recover from the drug and throw off the Rani’s control. nor does she wear armour. The grubs she impregnates with mind-controlling drugs and feed to her potential slaves suppress the Determination of their host. The Rani uses stealth and subtlety to achieve her objectives.DOCTOR WHO — TIME LORD THE RANI Apparent age: mid 40s Species: Gallifreyan Equipment: Blaster (Wounds 6 on kill. On her left wrist she wears a broad. preserved or dormant specimens of creatures are displayed like ornaments in glass containers. as well as operating scientific apparatus. Running 1 Knowledge: 7. Computing 1. 110 . Medicine 1. MacGuffin 1. Electronics 1. She also uses chemicals and drugs rather than mental powers such as hypnotism to ensure obedience. the Rani is a strikingly attractive and imperious woman. however. and she is forced to experiment wherever she can temporarily set up a base. Brawling 2. She typically wears futuristic clothing: a crimson. Gloating 2. Iron Constitution 2. Con 3. Her completely unethical approach to her experiments. In such events she carries a small blaster that inflicts 6 Wounds when set to kill and 3 Wounds when set to stun. communications bracelet Strength: 4. The Doctor is merely a brilliant tool for her to use to further her experiments. are usually elaborate. and she seeks him out only when his talents are necessary to success. It does not matter to her whether the drugs cause pain or death. Wounds 3 on stun). resulted in the Time Lords banishing her from Gallifrey. First Aid 2. her eyes are a chilling blue-grey. Usually she relies on an impressive arsenal of traps to protect her base or to stop captives escaping. Disguise 3. the subject’s mind becomes receptive to the commands of the Rani. Mathematics 1. she is also an outstanding genetic engineer. TARDIS 2. The poison does not injure its target. Stealth 2 Size: 3 Weight: 4 Move: 3. These typically take the form of mines detonated by trip wires. Command 1. Pseudoscience 1. metallo-plastic bracelet which provides audiovisual communication with her minions and spy cameras. Human beings are a particularly rich source of raw materials for her experiments: the Doctor has said she regards people only as walking heaps of chemicals. Sleight of Hand 1. Her TARDIS is a monument to her genius: inside. and seldom tries to be too clever for her own good. Striking Appearance 2 The Rani is an exceptionally talented Time Lord whose main talent is neurochemistry. Her traps.

Con 1 Sil is a particularly sadistic member of the Mentors. He relishes the pain of others and delights in their torture. but instead of legs they have a tapering. segmented tail. even at the expense and hardship of others. The Mentors are green-skinned and about 1 metre long. and is paranoid that one of its rivals will usurp his company’s position as an exploiter of valuable resources. Not all of the Mentors are as corrupt and distasteful as Sil. Law 2. Command 2. Mentors are naturally creatures of the sea. Swimming 3 Knowledge: 6. often incoherently owing to a fault in the translation box he wears on his left breast. Sil. however. Armour Sil’s slimy green skin is equivalent to full Armour 3. By human standards a Mentor is repulsive to look at: although its face has human features. another’s distress is an opportunity for entertainment. He works for the Galatron Mining Corporation. Sil is a fawning coward who seeks only to gain favour in his employer’s eyes. if the corporation’s faith in Sil were destroyed. they are not particularly mobile and need human assistance to move freely. Weapons Sil is not armed: he relies on his guards to protect him. open-faced helmets that count as partial Armour 5. translation box. Gloating 3 Awareness: 4. a highly intelligent slug-like species from the planet Thoros Beta. has been corrupted by the power that his trading position provides and is decidedly decadent. especially if it is a member of the ugly human race that is suffering. Mathematics 2. Bureaucracy 2. the eyes are large and bulging. Sil has a particular dislike of the Doctor’s assistant Peri. Cheat Death 2 Control: 2 Size: 5 Weight: 3 Move: 1. armed with blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Poison 1 Determination: 4. he would suffer a more crushing defeat. they wear metal. Bargaining 3. 111 . and a loose. The Mentors employ drugged and obedient human guards to protect them and to carry the palanquins in which they ride. They have well-muscled chests and arms. Although they have adapted to life on land. Sil is a devious and deviant schemer who is as repugnant in nature as he is in appearance. They are far future soldiers. slimy frill of skin surrounds the neck and spreads over a Mentor’s shoulders.DOCTOR WHO — TIME LORD SIL Apparent age: indeterminable Species: Mentor Equipment: Tub of marshmallow slime. skin counts as full Armour 3 Strength: 3. one of the main trading companies of Thoros Beta. His human bodyguards are treated as little better than slaves: they carry out strong-arm work as well as mundane tasks such as spraying Sil with the water that he needs to prevent his skin from drying out. who he considers is particularly repulsive. His voice gurgles and splutters words. Despite his overt love of painful entertainment. To him. A bony crest surmounts the head. The Mentors are skilled traders in the universe’s commodities who are rarely on the losing side of a deal. they are just small creatures making big business. Yet he is backed by the weight of the Galatron Mining Corporation. Weaknesses Physically. Computing 2. They will hide the true worth of a resource if it means they can pay a lower price for it: their goal is to obtain maximum profits. and its teeth are sharpened to points. Sil is far from a threat and could be easily destroyed.

or vice versa. Some vehicles have the ability to resist damage better than others: such vehicles have the special ability of Damage Resistance. escape from them or just for everyday travel. able to hold five people and still allow them to use certain abilities. Damage Resistance 1. Damage Resistance [Strength] This ability allows an inanimate object to withstand impacts and attacks owing to its construction or component materials. which has a difficulty of more than 1. Light aircraft Strength: 6. it also has to resist this using its Strength so that it is not put out of action. Damage Resistance 2. An attack directed at a vehicle has to overcome its Strength to put it out of action. Any attack that puts a vehicle out of action does not necessarily destroy the vehicle: it usually indicates that a vital component has been damaged and must be repaired or replaced. however. his Move plus any relevant special ability is used. Damage Resistance 1. such as mud or shingle beaches. If he has to control the vehicle. In TIME LORD. treat all terrain as difficulty 1. it is unlikely that a vehicle will ever be used at its full speed. When used as a fast-moving ram. Although it may appear that boats can travel as fast as cars. typically used to push objects out the way or tow other vehicles out of trouble. Weight: 3. Such vehicles have an additional ability. The ability acts as a type of Armour: any Wounds inflicted that do not beat the Damage Resistance count as superficial damage and do not count against the total that puts the vehicle out of action. Weight: 6. To regain of a stalled aircraft the pilot must beat the difference between his Piloting ability and a difficulty of 6. Rough Terrain [Move] Rough Terrain is the ability of vehicles to move easily over terrain. Helicopters can hover in the air and do not 112 . The are like mobile areas. At tactical level during action turns. Size: 2. the number of areas it moves is the number of Wounds it inflicts on a target. Damage Resistance would be used to protect a car in a crash. to do stunts or manoeuvres. Some vehicles.DOCTOR WHO — TIME LORD TRANSPORT The third Doctor was particularly fond of flashy or gimmicky means of transport. Some vehicles can apply this to all such terrain. A driver or rider with a Move special ability such as Driving adds this to the Move of the vehicle to determine how far it can move each action turn. Car Strength: 6. Size: 2. Move: 6 Cars are the predominant form of transport on twentieth and twenty-first century Earth. or to withstand gunfire. so the Move ability of each type of transport is only its speed relative to other means of transport. Mechanical vehicles have Strength abilities that indicate their motive power. Move: 6 Light aircraft typically carry from one to four people: the category loosely covers prop-planes such as First World War biplanes. Air cars. the Rough Terrain ability is added to a vehicle’s Move to determine its total ability which is matched against the difficulty of the terrain. Tiger Moths and Cessnas. for example. Move: 6 The Brigadier uses a two-man helicopter quickly to get to crisis areas. Size: 4. when it is important to work out whether the bad guys close on the Doctor and his companions. far future cars that use repulser fields to keep them off the ground. Helicopter Strength: 6. whether it was to chase people. have tracks or broad tyres that allow them to travel more easily over certain types of terrain. Damage Resistance 1. Move: 4 A pedal bike is an emergency item of transport for one person. The Piloting ability is essential to be able to fly a light aircraft. others can apply it to only certain types of terrain. In all cases. the abilities of different types of vehicles are important only in chase scenes. however. Bicycle Strength: 4. A light aircraft must travel at least four areas a turn otherwise it stalls and may crash. Vehicles are subject to the same terrain difficulties that affect characters. Weight: 6. Size: 2. called Rough Terrain. Weight: 6. Bicycles can usually be found propped against lampposts in town and city streets during the twentieth century on Earth. it must be remembered that they are permanently in difficulty 2 terrain.

is recommended. Move: 4. rowing boats with outboard motors. A Land Rover can easily transport six people. Damage Resistance 2. Damage Resistance 2. if the rider falls off. powerful and fast. Horse Strength: 5. Determination: 2. Move: 6 Lorries are used to convey large quantities of materials or men. in effect. They can range in size from tiny one-man or two-men craft (use the above abilities) to passenger vessels (as above. These small. Lorry Strength: 7. Tricycle versions with balloon tyres are available: these vehicles have the additional ability of Rough Terrain (land) 1. Size: 4.DOCTOR WHO — TIME LORD have to move each action turn they are airborne. Damage Resistance 1. equivalent to one area of space. Weight: 5. manoeuvrable craft propel themselves along using jets of water. Weight: 7. Knowledge: 1. The category includes punts and canoes. Awareness: 3 Used as a beast of burden and a means of making men more mobile. Rough Terrain (land only) 2 UNIT troops favour these durable. Rowing boat Strength: 2. 113 . Size: 2. Weight: 5. they automatically slow down and travel in a circle. Speed boat Strength: 3. Damage Resistance 2. Damage Resistance 2. however. Motor bike Strength: 5. Land Rover Strength: 6. Damage Resistance 1. rough terrain vehicles and use them to transport personnel and equipment. Control: 4. the horse is typically used by primitive societies. inflicting 5 Wounds. It conveys an advantage to its rider in combat: the rider’s Defence is increased by 1. such as a plastics fibre helmet and soft leather clothes. Move: 5. Move: 5 Largely suitable for rivers and inshore work. Size: 3. be used to ram targets otherwise they crash! The Piloting ability is essential to be able to fly a helicopter. Size: 2. rowing boats are a slow and cumbersome form of transport. Move: 6 Small. and therefore might carry anything from tea chests to troops. Jet bike Strength: 4. Move: 6. Weight: 5. They are typically equivalent to two or three areas in size. Move: 7 Speed boats are the nippiest form of waterborne transport in TIME LORD and just the thing to use to chase or escape from villains. Weight 7). Weight: 5. Size: 2. Rough Terrain 3 Hovercraft use a cushion of air to float above the ground or water. motor bikes are the sexiest form of transport that a companion can hope to drive. Weight: 6. Their advantage is their carrying capacity. Size: 2. Damage Resistance 2. They cannot. Weight: 5. Move: 6 Jet bikes are the waterborne equivalent of motor scooters. Weight: 5. but Size 1. Protective gear. Hovercraft Strength: 6. Size: 2. enabling the rider to swim over and remount. Horses will also instinctively react to an attack against them by lashing out with their hoofs. Size: 1. Motor boats have a Move of only 6 because they are.

He secretly guards the Great Key of Rassilon from the president so that the powers of Rassilon can never again be wielded by one individual. and prefer to live rough in the wilds of Gallifrey. which allows access to the energies of the black hole that provides Gallifrey with its power. other Time Lords have left the Citadel to become close to nature. Each guard is armed with a staser. quite simply. The first law of time simply states that no one should be allowed to meet themselves. and red dome-shaped helmets. but even then they prefer to use a free agent. are the undoubted masters of time travel in the DOCTOR WHO universe. is anathema to some Time Lords. the Master and the Meddling Monk are among those that wander through time and space. an ornate. who has the forces of the Citadel Guard at his disposal as well as an extensive network of surveillance cameras. It is the electronic memory used to record and preserve the experiences of all Time Lords.DOCTOR WHO — TIME LORD TIME LORDS AND TIME TRAVEL The Time Lords. If they travel. in a way he is more powerful because he sees that the president’s wishes are fulfilled. commonly known as the matrix. He is also responsible for the maintenance of the transduction barrier. If they intercede it is only to correct an abuse of the laws of time. it contains details and the mind prints of every Time Lord except those. The law has been broken on several occasions: the Doctor has been permitted by the Time Lords to meet other incarnations of himself. The High Council consists of the president. which is led by the president. the Time Lords have established themselves as invigilators of the laws of time. Gallifrey’s centre of learning. The effect is to propel the affected sector of space and time back to the point at which interference began: time. with traumatic consequences. Blinovitch’s limitation effect is a simple observation that it proves impossible to keep going back to the same point in time in order to have a second. the Rod of Rassilon. The chancellor’s badge of office. in effect spreading the load. Arcalia and Patrex — at which young Time Lords receive a thorough education into the history and nature of the universe. Armed with this knowledge. and the Coronet of Rassilon. third or even fourth attempt at getting something right or averting a cata- 114 . such as the Doctor. the weaker one will be subjected to the reality imposed by the other. Academic life. Within the Citadel. but will spring back once its limits are reached to return to equilibrium. sophisticated time machines that are virtually self-sufficient micro-universes. Great pioneers such as Rassilon and Omega have mastered elements of it and passed on the benefits of their knowledge and achievements to their successors. white cloaks. Officers additionally wear a silver-coloured breastplate to denote their rank. The chancellor is. catches up with the meddlers. Mason’s temporal analysis compares it to an elastic membrane that will yield if pushed. if more than one mind is connected at a time. A strict policy of non-interference in the affairs of the universe has turned the Time Lords from innovators into mere observers and preservers of the balance of time. A section of the Citadel Guard is under the direct control of the president. castellan and the cardinals of Gallifrey’s Academy. The most important regulations governing time travel are the first and second laws of time and the Blinovitch limitation effect. to do their dirty work. the ruling elite of the planet of Gallifrey. the city of the Time Lords. who are clever enough to erase their patterns. however. the president’s conscience. who become renegades: the Doctor. but it is suspected that extreme ageing of those alien to the time and space would occur — a fatal effect over a period of several centuries! It is possible extensively to deform the temporal membrane only by pushing against different parts of it. The Academy comprises three colleges — Prydon. typifies Time Lord stagnation. yet even they do not understand all of its intricacies. Security is the main concern of the castellan. allowing him to enter it as a virtual reality. is also a personal force field (Strength 10) that can be extended to protect one other person next to the chancellor. Instead they vigorously police time travel to put a stop to infringements of the laws of time. Gallifreyan society has stagnated. The president is the figurehead of Gallifreyan society and has wide-ranging powers. red trousers tucked into red leather boots. His badges of office are the Sash of Rassilon. Citadel Guards are distinctively dressed in red tunics trimmed with white. which enables the wearer to gain access to the matrix. TIME AND TIME TRAVEL Time is a flexible medium. A Time Lord can be connected to the matrix. The consequences of becoming caught in the temporal inrush are a matter of conjecture. The amplified panatropic computations network. wide segmented band of gold-coloured metal reputedly with the power to protect its wearer against even a black hole. chancellor. a low-powered blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. a great force field that protects Gallifrey from attack. life is very much devoted to introspective studies at the Academy. in effect. their own regulations about what can and cannot be done to the fabric of time and space. the Brigadier met himself in Mawdryn Undead. an oval gold medallion on a chain. they do so in TARDISes. Headed by the High Council of Time Lords. It would be easy to abuse the ability to travel freely in time. and part of the reason why the Time Lords seldom do so is out of a sense of responsibility. such as the Master.

his ship remains in the form appropriate to England in the 1960s. According to the Doctor. Each incarnation of the Doctor has modified the console in some way. it is apparent that the wooden lock-up is more than it seems: it hums discernibly. sitting himself on one of the stone benches or pacing up and down. TARDISes ordinarily look like silver-grey metallic boxes but because this makes them conspicuous. the measure of relative continuity. the Doctor’s type 40 is probably the only one that characters will encounter. in order to think clearly about a problem. and will need to eat. Within these limits. through two ordinary-looking doors. however. Occupants of a time machine will notice the passage of time as normal. This prevents a time traveller. Control console Most of the TARDIS’s functions are controlled from the hexagonal. For added safety. the journey is rarely important except when scenes relating to an adventure need to take place. and until then is dependent on them. In appearance. THE TARDIS Although the Time Lords have created many models of TARDIS. The Doctor obtained his TARDIS only by stealing. resounding knell of the cloister bell is a warning that the TARDIS is in great danger. Each TARDIS has built-in controls that prevent the abuse of the first and second laws of time and take evasive action to another time and space should the Blinovitch limitation effect begin. Inside. and it is from there that the adventure continues. although he can be sometimes be panicked into believing otherwise. A TARDIS materializing on a public beach in Edwardian times might appear as a bathing machine. TARDIS FEATURES Chameleon circuit The Doctor’s TARDIS resembles a police box only because of a fault in the chameleon circuit. rest and keep themselves occupied on their journey. the cloisters is a tranquil area that resembles its monastic equivalent on Earth. the TARDIS is virtually indestructible. Although the Doctor has made an attempt at repairing the chameleon circuit of his TARDIS. say. lies the rest of the Doctor’s time machine: a confusing maze of corridors and chambers that even the Doctor has been known to get lost in. In TIME LORD. time travellers can come and go as they please in space and time according to Mason’s temporal analysis. After all. and in its ultimate form becomes a time loop. however. even changing its appearance. If he were to do so. The Doctor sometimes retreats to the cloisters. the second law of time states that no one can interfere with their time line. Close up. is not instantaneous. The TARDIS’s doors open into the console room. to take advantage of new components or to repair damage caused by circuit fires or even blaster damage. 115 . the TARDIS is far larger than its external appearance suggests: it transcends the three primary dimensions of the universe. It combines with the first law of time to prevent temporal mishaps. TARDISes used by the Master and the Rani are largely similar. Beyond the console room. Cloisters Finished in carefully worked and carved grey stone over which climbing plants grow. in a Saxon church it might appear as a crudely carved altar or column.DOCTOR WHO — TIME LORD strophe. although slightly more advanced. The chameleon circuit analyses the surroundings of the TARDIS just before the ship materializes and picks an outward form that blends in. it from Gallifrey many centuries ago: the model is now obsolete and considered a museum piece. a slight incompatibility between circuits means it is unlikely that parts from one type of TARDIS can be safely replaced by those from another model. The second law of time prevents discontinuity in a person’s time line and avoids paradoxes. the location of the time ship’s main controls. his meddling only resulted in even more bizarrely out of place forms. giving away the fact that there is a powerful source of energy beneath its battered blue exterior. Anyone’s time line diverges from their ancestors’ time lines only at the point of birth. therefore. sloping-topped console that surrounds the time rotor in the main control room. or ‘borrowing’ as he would say. however. the hostile action displacement system (HADS) or the TARDIS force field can be activated. the point at which the TARDIS is going to arrive is often known in advance. perhaps on the verge of breaking up or entering an area where conditions are so hostile that the ship would be destroyed. the TARDIS looks like an English police telephone box from Earth during the 1960s. In addition. the Time Lords devised a means of disguising them. It first manifests as temporal and spatial displacement from the intended time zone. then logically he would never have existed and his father could not be killed by his hand. Most of the TARDIS. Time travel. exists in another dimension: only part of the time machine materializes when it lands. going back to kill his father at a time before the traveller was born. however. Cloister bell The deep. Originating from the cloisters. the sound of the bell reverberates through the ship. penetrating every room.

The force field surrounds the TARDIS at a distance of about one metre. Near the TARDIS’s doors. preventing both entry and egress. panel two houses the switch that opens and closes the TARDIS’s doors and the controls for the scanner. Access to circuits to carry out repairs is obtained by prising off the control panels or by removing the panels on the pedestal that supports the console. Control room The control room is the first room that anyone enters when stepping into the TARDIS. Door lock Once protected by a number of anti-tampering devices. Its main feature is the control console which is set in the centre of the room. Panel three houses the communications. The dispenser also issues water in small plastic bags. Dematerialization circuit Without a working dematerialization circuit. Force field The TARDIS has a variable strength force field that can be used to keep enemies at bay. the TARDIS is suspended in space and time. houses the basic navigation and steering controls. Moving clockwise. 116 . The force field generator is located in the pedestal section of the control console and can be detached for use outside the TARDIS. the lock on the outside of the TARDIS door can be opened only by a specially coded key. Although the food is tasty and filling. on pedestals and even a comfortable armchair. The Doctor has removed other forms of security owing to the risk of sealing the TARDIS for ever. by entering the type of food required into the dispenser’s computer. the failsafe switch stabilizes the TARDIS in space and time so that it may neither materialize nor dematerialize.DOCTOR WHO — TIME LORD The six trapezoidal panels each house controls for different aspects of the TARDIS’s operation. its maximum depends on the energy available from the TARDIS’s generators. the TARDIS cannot travel anywhere. Until the switch is reactivated. as well as the room controls. humidity and oxygen levels. Failsafe switch Located away from the main control room. he spent much time tinkering with it in order to escape from the planet. The Time Lords disabled this circuit when they exiled the Doctor to Earth. At its lowest level it is equivalent to Strength 10. life support and lighting controls. many companions not surprisingly long for proper Earth meals complete with all the trimmings. concealing electronic circuits and lights. It is from here that the Doctor sets a course for the TARDIS and initializes dematerialization and materialization. The food resembles the concentrated rations used by astronauts from twentieth century Earth during the planet’s first space age. Each Doctor tends to decorate with control room with different objects: the first Doctor favoured ornaments. such as clocks. Panel one. Panel six indicates the power status of the TARDIS and is used to bring in auxiliary power from generators and batteries. concentrated food can be contained from the TARDIS’s food dispenser. Without it. Dimensional stabilizer The dimensional stabilizer maintains the spatial relationship of the inside and the outside of the TARDIS. It contains advanced navigational controls that are required in exceptional circumstances only and the TARDIS’s defensive controls. the inside of the TARDIS would shrink so that its rooms resembled those of a doll’s house. Panel four houses the terminal that gives access to the TARDIS’s computer and databanks. nearest the TARDIS doors. provided it is activated. Food dispenser Nutritious. Cream-coloured plastics panels cover the walls. the switch can be disabled to prevent its unauthorized use. viewed from above. about 30 centimetres across. located in a room near to the control room. including radiation. Panel five provides readouts of external and internal environmental conditions. with circular mouldings. a hatstand is practically positioned to keep hats and cloaks for expeditions outside. It provides a power outlet for equipment to be used in the control room or a short distance outside the TARDIS.

unless the Doctor remembers to program their features. Storerooms Among the many chambers of the TARDIS are vast storerooms that contain essential supplies and materials necessary to the upkeep of both the TARDIS and its inhabitants. for example. allowing them more easily to attain a peaceful state. It is connected to externally mounted detection equipment. the time rotor is motionless. Workshop Deep in the TARDIS is a scientific workshop where the Doctor has the facilities to build and repair electronic and mechanical equipment. The Doctor. The key and lock can be reprogrammed from the main control console. Swimming pool The swimming pool is the main feature of a villa-style courtyard that is decorated with white pillars and urns. but the Doctor’s poor bookkeeping means that this information is far from up to date — perhaps as much as five centuries old! — and may well be inaccurate about the location of equipment. making use of its therapeutic properties. 117 . type and number of rooms in the TARDIS can be controlled from the main control console. There is an abundance of plant life in this area: climbing plants creep up the pillars and over stone balconies. Rooms Each companion is assigned his own room in the TARDIS. was partly a bioelectronics lab! The layout. the urns contain more formal arrangements. Time rotor The time rotor at the centre of the control console rises and falls as the TARDIS travels through time and space. Artificial sunlight makes the courtyard bright and pleasant — an ideal place to relax. however. The Doctor needed to use the zero room to settle into his fifth incarnation. mainly because it can make the TARDIS difficult to find and reach. which resembles Victorian ironwork. the Doctor can issue a spare key to his companions. Zero room The zero room isolates its inhabitants from the forces of the universe. It has no pretences of advanced technology: ancient scientific apparatus mingles with new and futuristic equipment. and the controls allow rooms to be jettisoned. New chambers usually show the basic structure of the TARDIS. which he is allowed to personalize. and triggers the dematerialization circuit so that the TARDIS makes a short spatial journey. however. but he dislikes the risk this entails: his enemies might one day prove clever enough to use a companion and the key to steal his ship. Companions’ rooms are typically full of souvenirs from their travels or equipment for their hobbies: Nyssa’s room. The list of their contents was once kept in the TARDIS’s databanks. If necessary. TARDIS key Although the key to the TARDIS looks no more complicated than a front-door key.DOCTOR WHO — TIME LORD Hostile action displacement system (HADS) HADS protects the TARDIS against attack by dematerializing it and rematerializing the ship a safe distance away. Scanner A large television screen suspended in the wall of the control room provides an image of the location corresponding to the temporal and spatial coordinates of the TARDIS. The HADS circuit detects the build up and imminent release of energy. Particular emergencies may make it necessary to shed part of the TARDIS’s internal structure. its complex crystalline coding is unique and attuned to the body prints of the Doctor and whichever companions he decides are trustworthy enough to be allowed free access to the TARDIS. While the ship is stationary. tends not to activate this safeguard.

Cricket ball A cricket ball is an indispensable piece of equipment. Companions are useful as early warning systems. Antimatter A safe enough material in its own universe. Often used by the military to identify criminals. 118 . where photographs alerted the Brigadier to the presence of Doctor John Smith and Sarah Jane Smith. It can be thrown at control panels to deactivate automatic security systems. antimatter explodes violently in contact with the stuff of the normal universe. The following extracts are should prove particularly useful to prospective companions. Often unappreciated by its inhabitants. and an anti-theft force field that restrains potential car thieves. and one of the few weapons that is guaranteed to be effective against Dalek armour. with or without visors.DOCTOR WHO — TIME LORD A 500-YEAR DIARY The Doctor occasionally records details of his adventures and the creatures and objects he encounters on them in his 500-year diary. Computers ‘I hate computers and refuse to be bullied by them. They demonstrate that the evolutionary prospects of an adding machine are limited. hand-sized bomb inflicts 10 Wounds against targets in its primary zone of effect and 5 Wounds to those in its secondary zone of effect. Earth Earth is a pleasant green planet with blue oceans which is favoured by the Doctor. however. Bessie A veteran. Computers are infuriatingly obstinate. and may run out through prolonged use. A small. smile if someone takes your picture. It is also known as Terra or Sol 3 and is subject to constant invasions by aliens which know a good thing when they see it.’ says the Doctor in The Invasion . they scream loudly should anything dangerous approach. a remote control that allows the Doctor to control it from a distance. Camera A handy method of making visual records of events and people. which is achieved through the Eye of Harmony. Companion A guaranteed source of trouble that either gets in the way of experiments. The eye is the heart of a black hole that was entered by the Gallifreyan temporal engineer and architect known as Rassilon. but liable to blow a few circuits at the slightest logical conundrum. Time Lord technology relies on the balancing of the forces of a black hole with the planet of Gallifrey. Environmental helmets The TARDIS is equipped with a number of environmental helmets that usually form part of a space suit. gets captured or gets lost. to provide a suitable and breathable atmosphere. or bounced off a spaceship to use the momentum to rescue a spacewalker whose safety line has snapped or been cut. as in Invasion of the Dinosaurs. Earth is destined to end up as a ball of chemical goo unless mankind can change its ways. It is fitted with inertia brakes that allow instant deceleration. bright yellow open-topped car driven by the Doctor while on Earth. It can be used only in containment vessels which constantly shift the structure of the containing material so that matter and antimatter never meet. Dalekanium A highly effective explosive developed by the Daleks. The aliens probably have the right idea. Black hole Gateways to the universe of antimatter. is limited. black holes exert a strong gravitational pull from which matter and even light cannot escape. The helmets can be worn on their own. Whatever the circumstance. The air supply.

comes form E-space. for which the Edged Weapons ability is appropriate. the janis thorn releases a Wounds 5 fast-acting poison that attacks once every two action turns. and inflicts 4 Wounds. The gravitron exerts huge gravitational forces on the Earth. The device is palm-sized. Janis thorn Leela uses a janis thorn to paralyse and kill her enemies. gold is a deadly poison to Cybermen. it immediately paralyses its victim. As a general rule. 119 . Gravitron Weather on the planet Earth is controlled in the twenty-first and twenty-second centuries by a gravitron based on the Moon. Laser cutter A laser cutter is a high-precision instrument for delicate surgery on electronic circuits and components. The Doctor frowns upon the use of such a dangerous weapon. only it exists in negative coordinates. The Strength of a force field is the difficulty that a character must beat to get through: a typical force field has a Strength of 10. Force fields also act as a type of Armour: if the force field is not breached by an attack. In such cases a hand-held homing device from the TARDIS’s storeroom can be used to indicate the rough direction to the TARDIS. Yetis and so on could resist. If at any time the poison overcomes a victim’s Strength. The Earth confections are a prop used to gain time or favour: only cruel. Autons. It is like the normal universe. it completely protects anything beyond it. Gold In dust form. Galaxy Often called the universe by creatures. The thorn itself inflicts zero Wounds for the purposes of overcoming armour. a mutated Alzarian. who cannot look or travel beyond their own solar system. Homing device Sometimes the Doctor’s ‘infallible’ sense of direction fails him. resulting eventually in death. The electromagnetic forces it creates can be used to repel attacks against the Moonbase itself by overriding the safety cutouts. so the potential of gold is probably limited. however. Jelly babies increase the Doctor’s Awareness by 1 if he uses them to charm his way into people’s favour. Jelly babies ‘Hallo. or Exo-space as it is also called. It can also be used for imprecise surgery on electronic components. is the negative part of the universe. It is still useful to appease black marketeers or mercenaries. Stabbed into the exposed flesh of a victim. Leela survived an attack by a janis thorn only because the Doctor was able quickly to synthesize an antidote. especially science fiction writers. Sontarans. inflicting 4 Wounds. Timed fuses are essential to use explosives safely: a minimum detonation time of two action turns is recommended for everyone to clear the area of effect. there are more galaxies per universe than water molecules in a pint of beer. It can be used in hand to hand combat.DOCTOR WHO — TIME LORD E-space E-space. are probably working on life support systems that do not seize up in the presence of this metal. the metal is conveniently worn as jewellery by many companions. which frequently overload their circuits. such as bomb detonators. I’m the Doctor. Force field A force field is a focused barrier of energy that is largely impervious to physical attacks. emotionless or violent monsters such as the Daleks. or his companions need help to find the TARDIS. Cybermen.’ is the Doctor’s usual disarming approach to security guards and wouldbe rulers of the universe. manipulating the natural weather patterns. Have a jelly baby. Fuses A plentiful supply of electrical fuses is needed for the Doctor’s MacGuffins. ending her travels with the Doctor. Subsequent attacks increase the paralysis. Adric. Cybermen. the second Romana chose to remain there.

Taranium Taranium is a vital mineral used to power time machines and temporal weapons. a pocket watch and chain can be used to hypnotize opponents. so if you have to use it. This action can also be initiated by radio signals activated by the Nestenes’ human agents or allies. Pocket watch Each incarnation of the Doctor has carried a pocket watch. The Doctor typically lays a path of brightly coloured liquorice allsorts on the ground to distract guards and draw them away from objects they are supposed to be watching. Reversing its polarity turns it into a powerful electromagnet which can be used to draw back heavy bolts. and dissolves minutes after its has done its job by the action of condensed water vapour from its victim’s dying breath. It is unstable. Medical packs have the abilities of Knowledge 6. which provides protection for the head. which are essential for exploration in space and on many moons. whereupon it shoots a plastic film over the target in an attempt to suffocate its victim. An environmental helmet. Nitro-nine inflicts 7 Wounds on anyone in the primary zone of effect and 4 Wounds on anyone in the secondary zone of effect. one of the Doctor’s companions. This meter is reliable. Apart from usefully measuring the relative passage of time and acting as an alarm to remind the Doctor of certain events. place it and run! N-space N-space is our universe: normal space comprising normal matter. Its counterpart is E-space. as well as containing air canisters. The Doctor occasionally uses a portable meter to measure the extent of different types of radiation away from the TARDIS. 120 . The plastic film is soluble in water. Its constituents react violently in contact with anti-matter.DOCTOR WHO — TIME LORD Liquorice allsorts Like jelly babies. it can even be used to set off mines. Radiation meter The TARDIS has a radiation meter built into its control console. It is used mainly by the Daleks to power their time capsules. but it is not infallible. Nestene autojet The Nestenes’ ability to animate plastic and the Master’s technological know-how were combined to produce the Nestene autojet. It was destroyed during The Visitation at the time of the fifth Doctor. It tends to work only after the TARDIS crew has stepped outside. By boosting its power and concentrating the sonic energy into a beam. Medicine 2 for the purposes of healing. Its ability is equal to the Doctor’s total MacGuffin ability. It has a short time fuse of 2 actions turns. A dye on the exterior of the bandage changes colour when the wound has healed. Space suit The TARDIS’s wardrobe has a reasonable stock of space suits. this Earth confection has other uses. They are available only if the Doctor has remembered to restock the TARDIS dispenser with the required drugs. The length of activity in space suits is limited by the air supply. however. It is programmed to respond to heat and the pattern of a human face. a harmless-looking plastic daffodil. Sonic screwdriver The Doctor’s sonic screwdriver is a general purpose MacGuffin that harnesses sonic energy to manipulate and open mechanical and electronic locks. and Ace is forbidden to make it: she usually has a plentiful supply. and a taranium core formed the heart of a Dalek weapon that was intended to destroy time. can be used separately on planets with thin atmospheres. Particularly large and megalomaniac liquorice allsorts tend to have personality defects. The trick rarely works twice on the same guard. Medical pack The TARDIS has a dispenser that issues medicine-impregnated bandages that promote the healing of wounds. Nitro-nine Nitro-nine is an effective explosive whose formula is known only to Ace.

whose regular staff includes Captain Yates and Sergeant Benton. UNIT Earth’s United Nations Intelligence Taskforce (UNIT) is a worldwide organization set up in the late twentieth century to investigate and combat extra-terrestrial menaces. He is active in this role throughout the 1970s. Zyton 7 The prison planet Varos is the main source of Zyton 7.DOCTOR WHO — TIME LORD TARDIS key The key to the Doctor’s TARDIS is molecularly coded so that only the Doctor or recognized companions can unlock the door. typically on a spaceship or planetary base. Time-space visualizer The time-space visualizer can look at any event in time and space. The Doctor has since become the temporary scientific adviser to UNIT in the UK. he would probably have a fully functioning TARDIS. It can fly: in the air it is treated as a light aeroplane with Move 7. that are essential to routine maintenance on the TARDIS. on the ground it is treated as an air car with Move 6. The Doctor has to program the key so that new companions can use the key: the first Doctor is particularly reluctant to do so until he can trust his fellow travellers. It is opened and closed from only one end of the corridor. Its headquarters is in Geneva. TARDIS toolbox Useful source of MacGuffins. Whomobile The third Doctor built a special car during his sojourn on Earth. neutron rams. forewarning the TARDIS crew of imminent danger. The only chance of breaking out occurs if the victims discover at which point they entered the time loop and can then devise a means of changing their actions. silver car with curved. Time corridor A time corridor is a two-way connection between one time and space and another. If the Doctor knew how each one worked. magnetic clamps. The Time Lords use it to power type 40 TARDISes like the Doctor’s owing to its long life. Switzerland. 121 . provided its operator can program it correctly. a subsidiary will often be blackmailed by politicians into acting against their leader’s will. Daleks used time corridor technology until their scientists developed timeships. Lethbridge Stewart was first encountered by the second Doctor. repetitive cycle of time. Each base is dependent on the good will of the host government. such as drone clamps. Only civilizations that have developed temporal science have a chance of breaking out of a time loop. It can provide insight into recent events. Time loop Time loops are temporal traps that keep their victims snared in a short. sweptback wings. and it has bases near or in the capital cities of the main world powers. with a pass under the name of Doctor John Smith. The United Kingdom section of UNIT is headed by Brigadier Lethbridge Stewart. Although nominally independent of each country’s government. The Whomobile is a compact. a key element in the power sources of many spaceships. 1980s and 1990s. Torch The TARDIS storeroom carries a number of chemical and electrical torches that are vital to explore some of the dingy caverns in which the craft lands. The TARDIS’s Zyton 7 has been exhausted only once in many centuries of time travel. laser cutters and probes.

DOCTOR WHO — TIME LORD PART FIVE The Never-Ending Script 122 .

it is the referee who reacts to their actions and maintains the feeling of suspension of disbelief. In some ways the referee is also part of the group. and it takes time for a novice referee to develop all the skills that will ensure his players feel they are entering a different time and space.DOCTOR WHO — TIME LORD HOW TO BE A REFEREE No role-playing game really ticks without the presence of a referee. simple machines Average human. use basic tools. adjusts to their whims and actions. The referee. hold object Barely controlled movement. is the one person in a game of TIME LORD who should read this book thoroughly at some time so he has a clear idea of the scope of the rules and how they work. Ideally. His other tools are imagination. and even offers them help when they get stuck. however. what one deems suitable for his players may be too tame or too excessive for another referee. therefore. For a start. if they do something within the world that the referee has described. for the person who buys a new set of rules is the one most likely to want to get a game started. Cyberman Lorry. He is the person who believes it would be entertaining to run a game using a particular set of rules. referees have different styles. it makes sense for the owner of the rules to be the referee. play notes on a musical . Any referee should encourage this: it adds to the variety of the game and gives the referee a chance to play a character! Even within the same group. WHO SHOULD BE REFEREE? The referee is commonly chosen by default whenever anyone plays a new role-playing game: he is usually the owner of the rule book. Geoff Capes Car. Until the players themselves obtain copies of the TIME LORD. whoever owns the copy of TIME LORD should be the referee. force field 123 Table 5B: Control (example Difficulties in italics) 0 1 2 3 Unco-ordinated. that in a group of novices. random movements. He. one of the players may want to take a turn at being referee. and it is usually his enthusiasm that encourages other people to play in his games. after all. clap hands. He also has to learn how to describe scenes and people graphically so that they come alive. a referee has to absorb a vast amount of information about the DOCTOR WHO universe as well as the rules that make the game possible. are difficult to maintain. bulldozer. Table 5A: Strength (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 No strength at all Small rodent Child Average adult Strong adult Human maximum. Experienced role-players also often choose their referee this way. And he also needs to keep track of the fate and actions of everyone on an adventure. he is the means by which players enter another universe. It is suggested that a different incarnation of the Doctor and other companions to the ones played under the control of the first referee be used to retain continuity in each referee’s universe. awkward. therefore. however. walk. He is the person that gives players the initial push into an adventure. will have had the greatest opportunity to study the rules and should have a good grasp of the basic mechanics. It is suggested. Players depend on him for scenesetting information in the same way as they might absorb such details from a film or the computer-generated graphics of a virtual reality. form letters Clumsy. hydraulic press Jet aircraft Spaceship Gravitron. necessitating clear-thinking as well as bookkeeping skills. After one or two adventures. because he controls characters that players can befriend and who help defeat the villains: it is difficult to be against someone who helps attain an objective! The referee’s part in a role-playing game is to maintain play balance and adjudicate players’ actions to get results that are consistent in the context of the DOCTOR WHO universe. use simple vehicle such as a car. TIME LORD is just one of his tools: it provides a set of physical laws as well as background information that is consistent with those laws. It is important to realize that the referee is not against the players: he is as likely to help them as he is to set perplexing puzzles. flexibility and storytelling. the referee uses all these tools to become transparent to the action: in effect. Imaginary worlds. because he has an idea for an adventure.

9 Spaceship The referee’s table is like the backstage area of a play: events and referee characters are waiting in the wings 10 Gravitron. fine. awkward.scenesfield controlled by the referee takes place there without the main players’ Table 5B: Control (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unco-ordinated. lower their Armour. is a minor form of rule-changing: you 0 may need to invent No strength at all rules to cover special situations or bend ones to simulate a different effect. Some groups split up around a room and slump in armchairs. if you Table 5A: Strength (example Difficulties in italics) feel they are too weak. the referee on the game. and in which villains who certainly died in a previous adventure resurface to menace characters again. play musical instrument well Very nimble-fingered. Whatever you do. TIME LORD is designed to be generally consistent with the background. time paradoxes and natural phenomena as well as the demands of television magic mean that not everything in the game may behave exactly as expected on twentieth century Earth. operate complex vehicle such as a helicopter. virtuoso musician. the second concentrates the players’ minds Lorry.DOCTOR WHO — TIME LORD RULES. If a player ups and leaves. While running the game. Tweaking abilities. can be broken. force action for their cue. Cyberman others prefer to sit round a table. random movements. as referee you have the right to change it. when it does not. It is the realm where science fiction becomes science fact. master watchmaker. you are probably better off without him: has 2 players often do not know the full story when they perceive a referee’s ruling as unfair. although he may not agree with. are those from the time of The Moonbase and Tomb of the Cybermen: if you want wimpy Cybermen. A mature player will accept. clap hands. do not expect results to be realistic but consistent with the general laws of the DOCTOR WHO universe. increase their Strength. 1 Small rodent One rule that cannot be broken is that the referee’s word is law. Geoff Capes There is no set way of playing a role-playing game. scrap paper as well as notes on characters and the the game: table space aircraft adventure in progress. walk. form letters Clumsy. use simple vehicle such as a car. but it cannot simulate every effect simply because the background contradicts itself. always use the principle of beat the difference when rolling the dice. The Cybermen detailed in Part Four. concert musician. swing from trapeze Comic book superhero Raston robot Divine powers Divine powers 124 . ninja. they are certainly not privy 3 Average adult to the scheming or skills of their opponents. use basic tools. the refereeChildthe final say. Here he can organize the running of 8 Jet is needed for the rule book. hydraulicbest is a matter of personal preference. dice. bulldozer. Realism is a tool that to a degree can be dispensed with. a referee’s decision. DOCTOR WHO is a setting in which elite soldiers can fire at point blank range and miss. and behind-the. Any effect that is deliberately intended to make players feel uncomfortable should be carefully considered and handled. 4 Strong adult 5 Human GETTING ORGANIZED maximum. in which rivers of fluid ice course through the cores of planets. walk tight rope. however. hold object Barely controlled movement. cut gems Human maximum. although it is vital at times to make players believe or have faith in an adventure or the referee. Which one is press 7 should sit slightly apart from the players. for example. The first method encourages a relaxed atmosphere. therefore. too. 6 Car. No matter how much a player whines or argues. REALITY AND REALISM TIME LORD is simply a set of rules that have been designed to give an effect: they aim to simulate the reality of the DOCTOR WHO television series. above human average. athlete. play notes on a musical instrument Skilful. Although the physical laws of the DOCTOR WHO universe are broadly similar to those of our own world. juggle. Either way. crack a safe. ideally with a table for his own use. Notes that the players should not see can be kept handy yet away from their eyes. the nature of alien intelligences. simple machines Average human. Players feel comfortable when reality behaves as expected. The rules. they are likely to become disoriented and argumentative. If something does not seem right.

and tell them any observer might normally take for granted. plughole Gnat. Players will use this information to imagine what the alien world they have landed on looks like. wide door. bag of shopping Up to 40 kilograms. width of a country lane Large human. Tell the players how they feel as they breathe in fresh. cat flap. The referee’s sense of game balance is important here: appropriate values are relative to the player characters’ abilities. convey this information too. almost weightless. sounds and smells on Earth. rat. aircraft hangar. chimney flue Cat. book. let the players know. cow. If characters do become separated. gas particle 125 Table 5D: Weight (example Difficulties in italics) 0 1 2 3 Up to 10 grams. particle of powder. flea. the nature of the rock and its colours. Referee characters for an adventure are easy to create: just give them the values that are appropriate for each ability. players will feel their characters are dealing with other people. remember to deal with all the players equally: it can be boring and frustrating for players to be left on their own for long. flea Up to 1 kilogram. small adult . Cybermat. It does not take much acting talent to make a referee character more than two-dimensional. child. lapdog. large spider. Give them an idea of the steepness and climbability of the cliff. log cabin. There should also be somewhere. yacht. Those characters that take a dominant role should be more thoroughly detailed so that they can be played consistently from game session to game session. Dalek. hamster. put a few notes about their behaviour and quirks of personality. try to give each one a different personality. ventilation duct. mousehole. Exceptionally good roleplayers can be trusted to observe events they are not involved in because they will not use such information to advantage. typical area. large dog. just effort on the part of the referee. large dog. have on the water’s surface. A villain who cannot be swayed from the path of injustice should have Determination two or three points higher than the average player character’s ability.DOCTOR WHO — TIME LORD knowledge. Tyrannosaurus Rex. baby. When such characters are created. and let them know it burns their throats if it contains hints of acid. road width. small dog. it is possible to create a picture of an alien environment. rowing boat. airliner. warehouse Elephant. the referee can make the TIME LORD universe come alive. BRINGING THE GAME ALIVE How much the referee puts into an adventure to an extent affects how much the players get out of it. By giving players comparative descriptions to similar sights. using the rule book or a cupped hand to obscure the dice from the players’ view. for example. salt-laden air. baby. or when they are used in an adventure. hamster. if it is eerily silent. whale. Referee characters that are role-played well develop personalities and become believable. gnat. screwdriver Up to 6 kilograms. and their players should not know what the others are up to or what happened until everyone meets up again. It is inevitable that characters will become separated during the course of an adventure. His weak abilities should be equal to or less than the Table 5C: Size (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Palace. brontosaurus. If players enter a new environment — whether it is a spaceship. REFEREE CHARACTERS Characters controlled by the referee both provide information for the player characters and give the referee the chance to role-play. If there are sea birds or other forms of life. hairline crack Molecule. Ice Warrior. or whatever. wide corridor Small human. Dalek eyestalk. small doorway Small child. average dog. ajar door Mouse. Cyberman. describe the mood of the sea and the effect the two suns. such as a separate room. a planet or even just another room in a complex — it is the referee’s description that they rely on for information before they act. trawler. crack in masonry or woodwork Speck of dust. horse. it will also help them role-play their characters through the suspension of disbelief. Dice rolls that players should not know the results of should be made here. bar of lead. which helps to increase the players’ involvement in the game: instead of feeling that they are dealing with the referee. If the TARDIS lands on a beach at the foot of a cliff. room Car. that the referee can take players who are away from the main action or whose actions need to be carried out in secret. By drawing on storytelling skills and powers of description. By the bare statistics that are the character’s abilities.

Abilities automatically generate corresponding difficulties: Strength is used.000 tonnes. make it too hard. 1 Elephant. doorway where tension can be Small human. Only when it becomes apparent that the players are genuinely stuck should it be necessary to intervene. The result is quite independent of the players’ actions unless they are trying to abort the explosion. The game system is intended to remove mundane rolls so they do not intrude on an 5 Small child. cat flap. to overcome an 6 Cat. small adult Up to 125 kilograms. flea. width ofhiscountry lanecompetent. Look at the abilities given to villains and aliens in Part Four for guidelines on the level of abilities. TIME LORD deliberately allows characters that are good enough to succeed Car. hamster. chimney flue adventure. almost weightless. and the referee often has to interrupt what the players are doing with other events. and you should be able to run an adventure smoothly and with the minimum intrusion of the mechanics into the story line. hairline crack the tables seem confusing or have no can also dust. Dalek. a character to beat is airliner. plughole Difficulties And Abilities Tables give descriptions and examples of the numeric values of each ability: these tables. you should not impose your wishes on the players: they should feel free. road width. wide door. particle of difficulty. ventilation duct. however. You are there to oversee what the players do to solve the mystery you have set them. baby. RUNNING ADVENTURES The simplest way to run an adventure is to set the scene and let the players get on with it: as referee. Dalek eyestalk. gnat. Cyberman. screwdriver Up to 6 kilograms. Ideally. Cybermat. aircraft hangar. If the Daleks. are working to a schedule to explode a neutron bomb at the centre of the Earth. The entire adventure turns into a race against time. much of what happens will pass unnoticed until it is almost too late! Keep all your notes at hand. to be used when 9 immediately obvious equivalent to whatever is being attempted. the referee uses the number of research turns that have passed to determine when the Daleks’ next move will be made. to go their own way without being channelled in a particular direction by the referee. Rolling the at what they attempt so horse. along with the principle of beat the differ8 Gnat. crack in masonry or woodwork ence. The culties that a character’s Strength spider. if the players are in the wrong place at the wrong time. space station. rat. Table 5C: Size (example Difficulties in italics) DIFFICULTIES 0 Palace. bag of shopping Up to 40 kilograms. If you make an adventure too easy. wide the right game system generates excitement: players sometimes will the dice to produce corridor numbers! 4Difficulties should be chosen so largethe dice are rolled at tense moments. Of course. planet 126 . will have to roll the dice to succeed. whose abilities typically range from 3 to 5. hamster. typical a feeling that a character is 2 dice creates a feeling of tension. motorcycle Up to 4 tonnes. rowing boat. warehouse Picking the right difficulty forbrontosaurus. trawler. lapdog. you merely react to what they do and tell them what they find or what happens to them. child. and it is when some or all of the characters have a chance of failure that the 3 Large human. and to overcome its Weight to lift it. brontosaurus. bar of lead. aircraft carrier More than 2. car. form the backbone of the rules system. the nature of a plot forces the referee to intervene. for example. The default is a difficulty of 5. Sometimes. Novice referees Speck ofresort to a default powder.000 tonnes. most elephants Up to 30 tonnes. ajar door object’s Strength to break it. van. that dog. adult. cow. the players will feel that they have had too little of a challenge. baby. small aircraft Up to 250 tonnes. large dog. book. each player hasarea. flea Up to 1 kilogram. room and they may be deterred from ever playing again. gas particle most characters. yacht. whale. This ensures that 10 Molecule. average dog. for example. lorry. It will enable you to develop your role as a responsive storyteller. hod of bricks Up to 600 kilograms. Table 5D: Weight (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Up to 10 grams. The object’s Strength or Weight provide the diffi7 Mouse. one of the keys to a successful game of TIME LORD. as characters. Tyrannosaurus Rex. small or at times generated to good effect. Ice Warrior. small dog. Cyberman. large must overcome to affect it. log cabin. rhino.DOCTOR WHO — TIME LORD corresponding abilities of player characters. mousehole. which adds an edge of excitement to proceedings. spaceship. and then it is best done through the actions of friendly or hostile referee characters. airliner Up to 2.

DOCTOR WHO — TIME LORD Table 5E: Move (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Unable to move Up to 1. biochemical nanocomputers. dance at Nureyev's standard. light aircraft Up to 3. understand basics of Time Lord science. mini universes Time Lord knowledge at its peak (in Rassilon's time). transmats. very superstitious. jump over tea chest Up to 25 km/h. car. radio. basic reading and writing.000 km/h. sceptical but has faith in politics and/or science. easy terrain. athlete. use of simple machines. crawl. use of jet aircraft. read and write fluently. use of car. electron microscope Educated to graduate level. potter's wheel. lathe. racing bike. peasant skills.000 km/h (less than Earth escape velocity). helicopter. obstructed terrain. turn.5 km/h. build time machines.000 km/h (air speed record). limping. downhill skier Up to 550 km/h (speed of sound). biochemical implants Future human knowledge. Dalek. pikestaff Capable of speech. average human. use of force fields. gun Basic reading and writing. bow. poetic speech. interstellar navigation. use of robots. genetic engineering. seeks out principles behind phenomena. understand advanced 20th century research. understand the principles of any manufactured thing The White and Black Guardians. nuclear reactor Human maximum in the 20th century. cheetah. motorbike. open to reasoned argument. food mixer. understand future science. use of basic mechanisms. typewriter Read and write fluently. acts in response to basic urges Animal instincts. emotions. spaceships. social and political prejudices. understand the subtleties of TIme Lord science. rocket sled. transmat Table 5F: Knowledge (example Difficulties in italics) 0 1 2 3 4 Brainless. understand an academic treatise. use of light aircraft. basic speech. use of winch. use of plough. some grasp of all areas of human knowledge. jump over matchbox Up to 3 km/h. far future knowledge. jet aircraft Up to 25. understand the meaning of the universe 5 6 7 8 9 10 127 . Cyberman. spaceship Practically instantaneous travel. astounding feats of memory. religious and social prejudices. moped. move in time to rhythm. computer. barely able to move. race horse. dance pleasingly. TARDISes Alien intelligences. bicycle. missile Up to 200. injured or elderly human. cybernetics. genius. rockets. jump over shoe box Up to 8 km/h. knows folklore and legend. ordinary horse. jump over 2 metre fence Up to 110 km/h.

pig-headed. resents being order about unless it is done persuasively. Daleks Beyond human limits.DOCTOR WHO — TIME LORD Table 5G: Determination (example Difficulties in italics) 0 1 2 3 4 5 6 7 8 9 10 Mindless slave. obstinate. silver-tongued. machines for mental control Alien intelligences Reserved for dominating alien lifeforms and zombifying brain parasites Divine powers 3 4 5 6 7 8 9 10 128 . will not break under torture but affected by truth drugs. difficult to distract or hypnotize Very single-minded. regarded as inanimate. sometimes gets excess change when buying groceries but loses money whenever he sells his car. can spot obvious con tricks. endearing. cannot communicate. can keep a secret unless drugged or tortured.. can keep a secret unless drunk Determined. even able to survive destruction of the physical body. Omega in the Doctor's time Table 5H: Awareness (example Difficulties in italics) 0 1 2 Unnoticeable. can be a real rogue. obsessive. embarrassed about tipping. can get away with a few small fibs but always caught out in a big deception. boring and humourless. a laughing stock Neither likeable nor pleasant to behold. even mini-universes. generally has good fortune. intuitive A head-turner and stopper of all conversation. able to control and corrupt humans. a professional poker player. able to shapechange or transfer mind elsewhere. a natural actor and orator. Daleks. zombie. repulsive. As 8 Able to exert will to create matter. socially skilful. overpays when bribing. fails to spot things until they are very obvious Able to lie convincingly at times. likeable. Cybermen. Cybermen Increasingly immune to biochemical mood changers. treated as an object Disagreeable. a leader of other men As 6 but with real power. chameleon-like appearance changes. robot Subservient. little resistance to intimidation Average human. suspicious of most people Human maximum. could sell his grandmother. oblivious to most persuasion. mind transference machines. able to hypnotize at will. paranoid or has a highly developed moral code. striking appearance. drugs and physical pain. persuasive manner. sceptical. can obtain information by bribery or cajoling. picks up vibes Gets away with murder.. unperceptive. yearns for leadership Easily led. dreary company. lacking in social skills. totally gullible. charismatic. always looks shifty. uncomprehending of social signals Average human. easily deceived. a good talker. automaton.

if it sounds wrong his action should be penalized with a higher difficulty. counts as terrain of difficulty 3. largely based on the referee’s gut feeling. Modifiers At best. adjusting it as he sees fit using the general modifiers. These modifiers are particularly relevant to negotiations and arguments between characters and referee characters. for example. unless this is creature’s natural environment Gun with telescopic or laser sights 1 See 2 Difficulty modifier –2 +3 +1 +1 an area +2 an area +1 +1 –1 every two complete areas2 Appendix 2 Sights in effect reduce the difficulty due to range 129 . A player can elect to use Move to cross it in one action turn and keep moving. similarly. use the one that is most relevant to the stated actions.DOCTOR WHO — TIME LORD Whenever more than one ability seems appropriate to a task. a character partly blinded by mist should receive a penalty. also affect other situations. or leap across it. Table 6A: General Difficulty modifiers Chances of success are Virtually nil Almost impossible Unlikely Evens Likely Almost certain A certainty Opponent’s views are Opposite Largely opposite Partly opposite Neutral Slightly similar Largely similar In accord Difficulty modifier +3 +2 +1 0 –1 –2 –3 Table 6B: Combat situation modifiers Combat situation Attacker surprises opponent or takes opponent unawares Attacker cannot see Attacker partly blinded Fog or moonlit night Night Attacker stunned 1 or disoriented Underwater. General modifiers are listed in the Modifiers Table — in effect they can increase or decrease a difficulty by 1 to 3. the difficulty tables can give only an approximate value given the different circumstances in which the players can find themselves. as his action for the turn. a character’s resistance to persuasion should be increased if he disagrees with another person’s opinion. A one-area wide chasm. Other modifiers reflect special situations. although those that affect vision. if it sounds right. for example. A character leaping from concealment to attack an enemy should get a bonus for taking his opponent by surprise. It is quite possible for a referee to run a game using only the default difficulty of 5. Most special modifiers affect combat. using Control and the Leaping special ability. the difficulty should be lower. and to move across it into an area of flat ground counts as a total difficulty of 4. The way a player may want his character to achieve something might sound cackhanded or be a brilliantly elegant solution.

Knowledge gives appropriate difficulties for technology. so a difficulty of 4 would be appropriate to build a 20th century Earth radio. can be assigned according to the difficulty tables. The Doctor needs to modify a 20th century transistor radio to transmit an SOS. RESEARCH TURNS Tasks such as building or repairing equipment. and characters may need to complete a task in less time than the basic amount. shifting rubble. A rockfall consisting of six tonnes of rubble. The time taken is until 1-12 research turns before they are needed. The time in research turns required to complete a task depends on the scale of the project. researching viruses and so on are assigned difficulties appropriate to the length of time needed for completion. preparing traps. Repairs to electronic circuits might take anything from 1 to 20 research turns. The difficulty. They can try to complete these tasks in less time but at a higher difficulty. electronic 4 circuit or mechanical part Build a small electronic or mechanical item from available parts Build a small electronic or mechanical item from scratch Repair a jet engine Build a MacGuffin Repair minor TARDIS fault Rebuild TARDIS circuit Repair TARDIS chameleon circuit Analyse virus or poison Analyse alien virus Move 1 tonne of rock Set explosive charge 1 4 4 5 special1 8 8 10 6 8 6 6 100-650 turns 12-96 turns special2 12-48 turns 12-96 turns a lifetime 48-200 turns 48-200 turns 12-24 turns 1-8 turns The difficulty of building a MacGuffin depends on its power. And the six tonne rockfall has a difficulty of 7 to shift based purely on Weight. machinery or MacGuffins. And particularly advanced or an unfamiliar jet engine might warrant an increase in difficulty of 1 or 2. radio. Hurried research Time is often of the essence when trying to defeat an alien menace or finding cures for diseases or viruses. The difficulty is 4. One to induce fear in Cybermen. These values can also be adjusted using the general modifiers: if the rockfall consisted of heavy boulders. obtained from the Knowledge required to understand the technology. if it consisted of gravel. 2 MacGuffins are prepared for the right moment. the difficulty might increase by 2 because no lifting gear is available. the difficulty might increase by 1 because no scoops or shovels were to hand.DOCTOR WHO — TIME LORD Table 7: Research Task Difficulty Time needed 4-12 turns 12-48 turns Repair a watch. a jet engine would be difficulty 5. A rough guide to the number of research turns needed to complete a task is given in the Research Table along with some example difficulties. operating at Determination 6. and the referee decides it will take 12 research turns (3 hours) to find the parts and make the adjustments. cannot be moved in one action turn: it takes many research turns of effort to clear. would be Difficulty 6 plus a general modifier of 2 because it attacks a specific immunity. for example. building circuits from scratch might take 20 to 100 research turns. however. Players may well choose to do so if their characters are clearly capable of 130 .

the dice are rolled only after the required number of research turns has passed. a total ability of 8. if the Doctor hurried his work the dice would be rolled only after six turns had passed. every 10% reduction or increase in the time spent respectively adds one to or subtracts one from the difficulty. accomplishing a task within the normal limits — their abilities are higher than the difficulty. which he will certainly beat. players can again opt to hurry. the character must start again. Conversely. The time required. The Doctor again chooses to cut the time required by 50%. The Doctor decides he can complete modifications to the radio in 50% of the time. Whether a character hurries research turn activities or not. making a total difficulty of 7. Incredibly. but if that too fails to work. The Doctor urgently needs to send his distress signal. increasing the difficulty by 5 to 9. In effect. He starts again. the Doctor fails to modify the radio.DOCTOR WHO — TIME LORD Table 8: Hurried research Percentage of required time 50% 60% 70% 80% 90% 100% 110% 120% 130% 140% 150% Difficulty modifier +5 +4 +3 +2 +1 0 –1 –2 –3 –4 –5 Example: trying to complete a task in 60% of the time would increase the Difficulty by 4. the player knows he can easily modify the radio in 12 turns and be certain of success. As referee you should make a feature out of failure. however. will have changed as the character has made some headway. Electronic circuits that have been built incorrectly have probably fused in sparks and a puff of smoke. so the player opts to modify the radio in less time at a greater difficulty. Because the Doctor has Knowledge 6 and Electronics 2. Although it is possible to test electronic components. Failure Inevitably characters will fail at some research turn tasks. will be apparent. but the referee lowers the difficulty by 2 to 2. a character can make a task easier by spending more time on a project these difficulties are also given. however. the time required stays at 12 turns. That way the player does not know whether his character has succeeded or failed until he uses equipment: the result of failed manual labour. and failure provides a chance to increase tension and develop atmos- 131 . The Hurried Research Table shows the increases to the difficulty according to the amount of time spent on a task. He now needs to beat a difference of 1 to modify the radio in 6 turns. however. and instead picks up the sounds of wonderful Big L. This is reflected by reducing the difficulty using the general modifiers but keeping the same base time. In the examples. Bench-thumping is the one ability that can be used to compensate for failure. and for this reason it is best if the dice are rolled by the player but the result seen by only the referee. MacGuffins cannot be tested: they either work or they don’t and the only way to find out is to use them against their intended targets.

however. It doesn’t really matter if the players’ hopes rested on building a MacGuffin that would stop an invasion fleet of Cybermen: if it cannot be built in time they must improvise! CUTTING TOOLS Few classic chases in DOCTOR WHO are complete without the Doctor fusing or locking a door. need not always cut a hole big enough for an entire body to walk through. The resistance is the difficulty that must be beaten to cut a 10 centimetres long.DOCTOR WHO — TIME LORD phere. it is Table 9: Materials resistance Material Plaster Plastic Wood Brick Concrete Soft metal Hard metal Armour plate Strength 2 2 3 4 4 5 6 7 Table 10: Cutting tools Tool Cutting disc Cutting torch Diamond power drill Diamond wire saw Thermic lance Cutting tools: blasters Tool Cybergun Dalek gun Earth laser Ice Warrior gun Ice Warrior sonic cannon Sea Devil heat gun Silurian heat ray Cutting capability None None None Fair Good Good Good 132 Cutting power 0 0 0 4 6 6 6 Cutting capability Fair Good Good Fair Excellent Cutting power 4 6 5 3 8 . 1 centimetre wide and 1 centimetre deep hole in that material — a volume of 10 cubic centimetres. Any material’s resistance to cutting tools is given by its Strength: typical Strengths are given in the Materials Resistance Table. it may be sufficient to cut a small hole big enough for a arm to poke through and reactivate a locking mechanism or turn a key. In essence. too. How the pursuers deal with obstacles depends on the value of nearby equipment: cutting tools are slower but safer than explosives. forcing his pursuers to use cutting equipment to continue the chase while the Doctor makes good his escape — or at least stumbles freely into a carefully prepared trap. Humanoids.

Wounds 6. The difficulty.DOCTOR WHO — TIME LORD based on the difficulty of making a 10 centimetre cut through a typical metal door in a futuristic city. counting as almost certain and decreasing the difficulty by 2. Instead of rolling the dice each action turn during the 35 turns needed to cut through the door. thermic lances and mechanical cutters. such as difficulty 6 for a hard metal door. While the player characters are on the other side of a door which is slowly being cut through. if a number of Wounds greater than twice the material’s Strength are inflicted. taking about 35 action turns. Materials resist explosives using their Strength. large charges take 1 to 8 research turns. the cutter advances 10 cubic centimetres through it. More fallible species may rush a job or just be incompetent. in the case of a mechanical tool it has been blunted or has broken. EXPLOSIVES Small charges of explosives are effective both at blowing up objects and blowing up people. If the cutting tool beats the difference between its cutting ability and the Strength of the material. such as those carried by Sea Devils or Ice Warriors. A Dalek cutting torch. The difficulty is reduced to allow for any headway made during previous attempts: if it is the second attempt. An explosive charge must be placed well to have maximum effect. In addition. however. that area is damaged. Failure Daleks. If the Wounds inflicted by the explosives overcome a material’s resistance. a craggy object riddled with faults or crevices would be easy to place a charge on. can be used to a greater or lesser extent as cutting tools. To cut a Dalekshaped hole from the base of the door along three sides would require about 350 centimetres to be cut. modified according to any weak points. but which need careful handling. blasters that use heat or sonic energy. In the course of a TIME LORD adventure. the uncertainty is increased about the amount of time the players have to plan or escape. They are area weapons with potentially enormous destructive power. Failure means the cutting tool has run out of fuel or energy. the Dalek would cut a further 10 centimetres through the door. if he succeeded. There are three basic specialized cutting tools: cutting torches. Species such as the Daleks and Cybermen. remember to remind them of their pursuer’s progress while they work out their next move. only the Doctor and his companion Ace are ever likely to want to use explosives: most of the times that referee characters use them. Each one inflicts its Cutting Power on an object in much the same way that weapons inflict Wounds in combat. Explosives inflict Wounds on objects in the same way that weapons inflict Wounds on characters. Small charges of explosives can be placed in one action turn. although the Daleks can replace their guns with cutting torches. the referee elects to roll the dice only after 35 turns of cutting have passed: the cutting tool inflicts 6 Wounds against the material’s Strength of 6 and would cut through the door after this time if the referee rolls the dice and beats a difference of 0. A totally smooth object with no defects would increase the difficulty by 2 because there is no obvious spot to put the charge — it counts as an almost impossible task on the general modifiers table. reduce the difficulty by 1. however. need dedicated cutters and cannot use their blasters as cutting tools. as given in the Materials Resistance Table. but this value is used to overcome the resistance of the material. Or perhaps the material has proved particularly resistant and progress has been slower than expected. cannot be reduced below 1. In contrast. Like failure on research turn tasks failure cutting through obstacles should be made a feature of the game. if it is the third attempt. Cybermen and other ruthlessly efficient. the difficulty remains that of the material. would usually be able to progress at 10 centimetres an action turn through a typical 1 centimetre thick hard metal door (difficulty 6) of a Dalek city. this value is the resistance of one area of that material to explosives. calculating alien species do not permit failure and will usually work to safe cutting schedules that ensure success. reduce the difficulty by 2. And by hurrying the cutting procedure. A further attempt can be made to cut through after the cause of failure has been established. The cutters can opt to hurry or prolong the cutting time to respectively increase or decrease the difficulty: use the modifiers given in the Hurried Research Table. Instead of rolling each turn to determine the cutter’s progress. Because cutting is such a slow process it can be treated like a research turn activity. 133 . The capabilities of each type of cutting tool are detailed in the Cutting Tools Table. Each turn the referee would roll to beat a difference of 0. The difficulty of placing a charge is 5. divide the volume to be cut by 10 to get the number of action turns needed to complete the task. the referee can simply rule whether a charge has been placed accurately and whether it does what it is supposed to do. Different types of explosives are listed in the Explosives Table. that object is destroyed.

rounded up. Wounds 7. Doubling the amount of explosive increases the Wounds inflicted by 1. one keg Nitro-nine. Ace decides that one can of nitro-nine. or go off in the wrong place and fail to destroy the object. The dice. protected by Armour 9. The zones are the range over which an explosive has effect. especially if it takes place between two player characters. A primary zone of 0 and a secondary zone of 1 means the explosive detonates at full effect in its area and a half effect 1 area away. given in the Explosives Ranges Table. Failure If a character fails to place a charge accurately. She bundles four cans together with sticky tape. allow the players to play their roles in an attempt to bring an opponent round to their way of thinking. however. If she used only two or three cans. should be used to determine the 134 . The Wounds inflicted by explosives can be increased by increasing the explosive charge. and are virtually guaranteed of blowing up the Dalek. The four cans of nitro-nine will inflict 9 Wounds. are inflicted on any person or object in the secondary zone of effect. small Dalekanium bomb Dynamite.DOCTOR WHO — TIME LORD Table 11: Explosives Type of charge Cyberbomb. one can Plastic explosive. it will go off prematurely. the nitro-nine would inflict 8 Wounds. HYPNOTISM AND NEGOTIATION Changing someone’s opinion by force or by persuasion is not as simply as making a straightforward dice roll to beat the difference. might not be enough to blow open a Dalek. Similarly a primary zone of 0—1 and a secondary zone of 2—3 means the explosive has full effect up to one area away from the centre of explosion and half effect from 2 to 3 areas away. not go off at all. full Wounds are inflicted on any object or person in that zone. half Wounds. sneaks up behind the Dalek and tapes the charge to its shell. similarly. Whichever result is most dramatically appropriate should be used so that failure forces the players to reappraise their situation and perhaps try another route. halving the amount of explosive reduces the Wounds inflicted by 1. In the primary zone of effect. Rather than use the dice to determine the outcome of arguments or oratory between player characters. one kilogram Table 12: Explosives ranges Maximum Wounds inflicted 1–4 5–8 9–12 13–16 17–20 21–24 Primary zone (areas) 0 0 0–1 0–1 0–1 0–2 Secondary zone (areas) none 1 2 2–3 2–4 3–4 Wounds inflicted 10 10 4 6 6 7 6 All explosives have a primary zone of effect and a secondary zone of effect. bundle of four sticks Gunpowder. one stick Dynamite.

adjusting a character’s resistance according to whether he is opposed to or largely in accord with the arguments used against him. Indomitable Will and Independent Spirit increase a character’s ability to argue or resist domination or persuasion. after the Master initially succeeded in hypnotizing her managed to resist further attempts. to convince a conservative businessman of the merits of communism. If only one succeeds. for example.DOCTOR WHO — TIME LORD outcome of oratory and arguments which involve referee characters. hypnotism and the like. The modifiers should also be used for hypnotism: someone who is set against the Master’s will is more able to resist him. Awareness is the skill of persuasion by oratory and clever negotiation. although he might agree for convenience to follow some of its tenets. 135 . They should also be used to determine the outcome of any attempt at hypnotism. Awareness is used to resist persuasion and smooth. for example. no change results: either character should offer something fresh for negotiations to continue. There is a subtle distinction between Awareness and Determination in negotiations. however. Anyone with fixed views. Any attempt at negotiation or hypnotism should take into account the general difficulty modifiers. Jo Grant. Determination is the imposition of ideas by force of will. Special abilities such as Bargaining. the other should adjust his opinion or is convinced of the merits of the argument. Further attempts may reduce the difficulty or end up with one person’s viewpoint clearly established as the right course of action. And if both fail. If both characters succeed. in which case both roll the dice to determine whether they succeed in adjusting the other’s viewpoint. each should adjust his argument towards the other’s. Determination is used to resist orders. It would be difficult.talking. Similarly. Arguments are not always one-way attempts to change someone’s views: the other person may respond with counter arguments. is unlikely to have them radically changed by argument.

typically the Master or the Rani. The Curse of Fenric. the adventure at the end of this part of TIME LORD. (The Meddling Monk. Destruction of the planet.) Beauty and the beast Foul is fair and fair is foul — the Doctor must determine whether things are as they seem. DOCTOR WHO is a universe where space opera mingles with horror.) 136 . the more flexible the adventure can be. Even combine elements of plots so that one or more plots run alongside the main story line. but not change the course of history as they know it. forces from the dawn of time are released or unleashed by innocents or the Doctor’s enemies. Many themes recur throughout DOCTOR WHO. The Crusade. if you cannot think of one. In italics after each of the themes that follows are examples of stories that use the theme: by referring to the novelization or programme you can see how the idea was used.) Ancient powers Accidentally or deliberately. The Claws of Axos. galaxy or universe will result if they are not contained. The Edge of Destruction. Your own imagination is by far the best source of a plot because the story line will be unique. and the more able it is to adjust to the players’ approach and desires. (Galaxy Four. thrillers and historical drama: all these styles and more can be used as the basis for adventures. This is not as daunting as it may sound: an involving and interesting TIME LORD adventure needs only the rudiments of an exciting plot. (The Green Death. Logopolis. Planet of Evil.) Historic adventure The Doctor and companions take part in historic events knowing that they can observe and advise. Or the archenemy is manipulating the resources of a planet or its people to gain power.) Altering history Whether as a malicious action or prank. (Time and the Rani. The Chase.) A world gone mad Reality is overturned and nothing is as it seems. A stock source of UNIT stories. As long as you know who is doing what.) Chase Either the Doctor or someone he encounters is pursued by a deadly enemy who seeks to capture or kill his foe. there are plenty to be adapted from DOCTOR WHO novelizations or even unrelated films and books on subjects as diverse as science fiction and Shakespeare.DOCTOR WHO — TIME LORD HOW TO INVENT ADVENTURES Once you have played The Curse of the Cyclops. The Doctor must live by his wits to survive and to find out the source of the irregularity.) Archenemy One of the Doctor’s enemies. yet most times they are reworked with new aliens or settings to make them unique. A rough idea of the plot can be sufficient to run a game. some of which may continue well into the next adventure or provide the springboard for it. The less you write.) Environmental action Negligence of the environment through careless disposal of chemicals creates man’s nemesis. the motives of some of the characters. many situations can be improvised. bringing technological advances many centuries earlier than they would have ordinarily have been discovered. Plots adapted from books or films have a disadvantage in that one or more of the players may recognize the initial source and be wise to the outcome. RECURRENT THEMES Alien menace Tentacled. (Spearhead from Space. (The Reign of Terror. blobby green creatures from the near side of beyond infinity terrorize Earth. For this reason it is best never to follow an existing story too closely: change the plot devices. (Delta and the Bannermen. is up to no good and has laid a trap for the Doctor to stumble into. (The Daemons. The Mutants. and even add or remove scenes. when they are doing it and why they are doing it. you will need to create your own adventures. comedy. The Time Warrior. time travellers attempt to alter history for the better. (The Mind Robber.

They must be stopped before mankind is destroyed or forever enslaved.DOCTOR WHO — TIME LORD Intrigue Caught in a struggle for power between two or more factions.) Traitor A seemingly dependable ally is in fact working for the enemy and reveals himself as a traitor by turning a weapon on the Doctor just as the Time Lord appears to have triumphed. 137 . Morals can be built in as well to deliver a message: DOCTOR WHO stories have attacked environmental negligence.) Invasion Calculating. (The Monster of Peladon. even at the cost of genocide. (The Keys of Marinus. (Invasion of the Dinosaurs. creatures and events can be added.) Mistaken identity The Doctor arrives on a planet and is mistaken for an ambassador or a spy. And if no one faction is better than the other. the Doctor must fight a battle of wits to evade the wrath of everyone. racism and bureaucracy among other subjects. these are creatures that have crossed or been brought across the dimensional barriers of the universe. The Robots of Death. they dominate species and seek to take over their worlds. (The Silurians. (Resurrection of the Daleks.) Temporal paradox Companions and the Doctors meet themselves. intelligent species invade a planet to colonize it or to strip it of its resources. (Frontios. As alien intelligences or long dormant forces.) Things from another dimension Also known as things that man was not meant to know yet have none the less deigned to knock on the doors of human knowledge. The Key to Time. places.) Mad scientists Morally superior scientists attempt to dominate humanity or create a better world. several can be used at once to great effect. big business. (Inferno. The Web Planet. (The Dalek Invasion of Earth. The Face of Evil. (Day of the Daleks. The Romans. to which details of people. The Web Planet.) Recurrent themes can form some or all of an adventure. whether through mistaken ideals or contempt for lesser mortals. (The War Machines. The Three Doctors. Earthshock.) Quest Parts of an artefact are scattered across a planet or solar system and must be reunited to forestall an enemy or prevent a catastrophe. Intrigue can be the main element of a game or provide just part of it in the form of power struggles between dominant referee characters. He plays out the charade until it suits his purpose to reveal the truth — which is sometimes never! (The Curse of Peladon.) Technology gone wrong Advanced computers or robots begin to think for themselves and decide man is dispensable. Dragonfire. Robot. The Image of the Fendahl. City of Death. the Doctor and his companions must choose who is right and who deserves help. is shunned or is enshrined as law or procedure. Science becomes the work of the gods. They help to provide the bones of a TIME LORD adventure. The Invasion. Roles are reversed and what may happen in one universe may or may not happen in its parallel one. Planet of Fire. (The Pyramids of Mars.) Whom gods destroy Once powerful beings try to escape imprisonment and restore themselves to true power and recognition in the eyes of their former equals.) Survival A species or race reduced to its last numbers fights desperately for survival in a hostile environment.) Parallel universe Everything is the seemingly the same as the characters’ universe but is somehow different. inexperienced time travellers attempt to break the first and second laws of time and reverse history. (The Abominable Snowmen.) Rightful rulers Species dispossessed of their rightful planet seek to regain it.

if there is a chase. such as buildings. days or even weeks. A referee should aim to simplify his bookkeeping. and so on until the villain succeeds or is thwarted. they can become complicated political intrigues with much travelling between locations in the TARDIS or more primitive means of transport. Similarly. In effect they are a countdown to action: if nothing happens to prevent it. the scope of adventures can be broadened. you need to decide which of the aliens or villains is responsible — it may even be more than one working in an uneasy alliance. They will work to their schedule. starting from the villain’s first moves. MAPS AND DRAWINGS Even a scrappy map or drawing can help players envisage a location or object more clearly than a spoken description. Now is also the time to work out the factions involved: you need to have a clear idea of who is against who as well as who might be persuaded to team up with one faction to overcome another. and limits the number of antagonists. restricted the action to the control room and sick bay of the TARDIS. You might like to draw the entire plan of a spaceship. By noting and detailing the key locations and assigning difficulties (against Awareness) for travelling along any links without getting lost. The set has only a few key locations in which all the action takes place. the characters run through a maze of similar-looking corridors or passageways. The Edge of Destruction. Think of the limits of a DOCTOR WHO television set before sitting down to draw any maps. through to the arrival of the Doctor. If the Cybermen had placed a bomb deep within the core of a planet with a set detonation time. not complicate it! TIME LINES Along with a plot. with the aim of both leaking information and throwing suspicion on the Doctor or his companions. From simple adventures over a limited area. bypassing any difficulties and choosing different course of action where necessary. As the number of factions and areas to explore increase. Time lines can cover periods of a few action turns. A time line is simply a schedule of events. The number of research turns he has to do this is limited by the time line. Limiting the area over which play can take place makes it easier to prepare maps and details of places. environmental domes or within a small geographic area — one of the earliest DOCTOR WHO stories. The Templar Throne deliberately restricts the action to a limited area. it is easiest to keep adventures on a small scale. deadly henchmen and hordes of inefficient extras with low abilities and a tendency to die at the hands of the Doctor’s capable allies. many villains work to a definite schedule in the execution of their plans. castle or scientific complex just for reference. Before play you should draw sketch maps of key locations. even surviving in time to say goodbye when the Doctor leaves. the bridge. It takes experience to handle several small groups of players while keeping each one occupied. usually after the Doctor has intervened. in this case a shopping centre. Similarly. Roughly draw a network of areas over each location so that each one can be laid out quickly when the characters reach it and action has to take place. 138 . It is also a good idea to include a few double agents or traitors. the next event on the time line takes place. so the odds of the characters going their own ways grows. right down to the timing of the first landing and the arrival of the main force. detailing them by writing down their names and appropriate abilities and notes on personality. Daleks planning the invasion of a planet will have spent weeks organizing their attack. but so little of it will actually be used in play. it is possible to avoid drawing too many maps. Most of the time strong villains will have one or two efficient. The Doctor also has a few referee characters who accompany and help him. laboratories. the detonation time would be a point on that time line. and restricts what the characters can do. It can be worth drawing objects on the square notelets used to form areas to save time in play. Also make a note of potential friends and neutrals. Cybermen. SCOPE Until you have a strong grasp of TIME LORD’s mechanics and have run a few basic adventures. some TIME LORD adventures need to have time lines worked out in advance. Early adventures should take place in the confines of spaceships. several hours.DOCTOR WHO — TIME LORD VILLAINS AND FRIENDS Once you have decided the rough nature of an adventure. and even the TARDIS control room. Super-detailed plans of location are not essential. the Doctor would need to prevent the bomb exploding by taking appropriate action beforehand. As you become more familiar with the way adventures work. the Doctor’s weak allies frequently tend to die from the blaster fire of Daleks. hold and cells of spaceships. Autons and the like. and then theoretically outlining the progress of the adventure.

And they will resent being channelled along the way the referee has prepared for them. steamrolling their way through shallow artifices. should be flexible. are there to make TIME LORD an enjoyable experience for yourself and your players.DOCTOR WHO — TIME LORD PUTTING IT ALL TOGETHER It is very tempting to take all the elements of an adventure and predetermine the parts the player characters are going to play. You. If the referee has envisaged that the Doctor should build a MacGuffin to defeat an alien intelligence. then do it. Time lines. but potentially devastating events can be adjusted so that players have a chance to do something about them if they’ve been particularly slow or roundabout in their approach to the scenario. If that means bending your rules or those of the game. Minor events can go ahead regardless. Players are unpredictable and will come up with all sorts of solutions the referee could never have envisaged while inventing an adventure. 139 . too. When assembling all the elements of an adventure. While an adventure should include tasks that make use of certain characters’ special abilities. They will spot inconsistencies in the plot. there should be a way of overcoming the menace if the Doctor fails to build one or if the player believes there is a better solution. But to do so is a mistake. it is important to build in flexibility. and that means being able to improvise. it should not depend on a character succeeding. as referee.

and Friends and Felons . if the referee can imagine how the villains of the piece will be furthering their plans while the player characters execute theirs. It helps. for example. Easy to follow SCENE 5: MINES SCENE 4: TEMPLE JUNGLE Terrain difficulty 2 Takes 4 research turns to reach temple 140 . To a large extent. Think of each scene as an important part of a set in a typical Doctor Who story: the actions and decisions of the players decide when to switch to the next scene. Takes 2 research turns to travel along SCENE 3: THE VILLAGE SCENE 6: THE CHASE Jungle terrain difficulty is 2. Additional companions can be provided by using Alison from the appendices. and involves the First Doctor. There is no fixed time line to regulate when events occur in this adventure. takes 2 research turns to reach temple. however. By complicated analysis of the chronons in time-sensitized taranium. but difficulty 5 v Awareness to keep on path. Curse of the Cyclops Map 1: Schematic View of Scene Links SCENE 1: BEACH & TARDIS SCENE 2: BEACH SURROUNDINGS CLIFF Terrain difficulty 2 per area SCENE 2F: JUNGLE PATH Terrain difficulty 1. broken into areas. the Daleks have plundered the universe for the tiniest trace of taranium in order to set a trap for their enemy. The adventure is broken into three sections: Maps. The first provides detailed maps of locations. Scenes. It is possible. as well as a schematic diagram showing how each encounter area is linked with indications of terrain — an actual map of the island is unnecessary. 20 area chase in action turn time JUNGLE PATH Terrain difficulty 1 Takes 3 research turns to reach mines. however. Do not read any further if you are to take on the role of the Doctor or a companion: the information that follows is for the referee only. REFEREE’S NOTES Curse of the Cyclops is a free-form adventure that partly depends on the skill of the referee to improvise. the links and route the players take to each scene are not fixed. the seventh Doctor and Ace. Scenes describes the main encounters that are likely. Story line Frustrated by the Doctor’s meddling in their plans. Unlike a TV adventure. or by allowing players to create their own characters. the actions of the characters decide what happens next. could conceivably tackle the adventure. It is set after The Chase. there are no background scenes to fill in details for the viewers: the players know only what their characters experience. for it to take place further along the Doctor’s time line.DOCTOR WHO — TIME LORD CURSE OF THE CYCLOPS Curse of the Cyclops is a short adventure that players should be able to complete in one or two evenings. Encounters are broken into scenes that may or may not take place. Friends and Felons details the referee characters that will help or confront the player characters. Steven and Vicki.

Expected outcome The plot will probably unfold one way. leaving it to drown when the tide comes in. the Doctor and crew enter the temple. At the foot of the cliff is a dense green carpet of plants that in one direction rises quickly into jungle at the back of the beach. the Doctor heads through the jungle. Hykronos waits for the right moment to release the time travellers. in the other direction. now disguised as a Grecian temple. takes off ready for the next adventure. Either by hiding in the next offering of taranium ore. especially if the Doctor or a companion fans them away. Either he fixes the Daleks’ time engines and sets the craft in motion in a time loop. Wisps of smoke rise from the panels. The regressive colonists regard the Daleks as messengers from the gods. arrived on Athenos some 50 years too early. The Doctor should realize he is facing the Daleks. however. and are willing to obey them. on the beach side of the reef. at least so the Daleks can report to the Emperor Dalek on Skaro. the sea laps against the chalk-like rock. Map 5: the Dalek capsule. If the characters voice doubts. The schematic map is deliberately vague: the characters are unlikely to map their progress through the jungle — captives are not going to be able to do so — and to an extent it isn’t important. Each map for a scene is divided into areas if it is expected that detailed action needs to be resolved during a scene. Map 2: the beach. not a route along which the players should be channelled. the water lies still and blue. Examining the circuits in the control console. Most of the Daleks meet their doom falling over a cliff to their destruction. Map 4: the temple. the Daleks have been taken for Servitors of the Cyclops — a creature that has survived in legend from the earliest Earth colonists. probably Steven. at the same time the Doctor and the remaining companions discover the dead body of Hynossos and are captured by an Athenosian patrol and taken to the village for judgment to be passed. MAPS Map 1: schematic view of links between scenes. the Doctor waits long enough on the beach to lure the evil creature into quicksand: the fluoronic acid painfully incapacitates the creature. although this should be regarded as only a guideline. and explains why Hynossos is dead. and works out how to ruin their plans. In the meantime the Daleks are waiting for the moment that the Doctor arrives. If that doesn’t give them cause to worry. finally repaired. All this is apparent on the TARDIS’s scanner. through the settlers’ transition to ‘new Greeks’. killing the prime science Dalek that would be able to effect repairs. around which the Doctor and his companions are grouped. confident that the Athenosians will bring any news of strangers to the high priest. Left with only the Red Dalek to defeat. When the Doctor and his companions arrive and begin to explore their surroundings. The TARDIS. In the meantime. nothing will! SCENE 1: ARRIVAL The tranquil peace of an island paradise is shattered as the TARDIS materializes on a beach of brilliant white sand. waves break over a reef some 100 metres away. A junior technician Dalek is currently doing all it can to get the capsule fully working. Map 3: the village prison.DOCTOR WHO — TIME LORD Dalek scientists have been able to predict a future time-space location of the Doctor: the island of Athenos on the planet Hellas. will encounter Hykronos. but quickly disperse. the Doctor can deduce that a thermal cutout has switched in and 141 . refined by the Daleks. where they are briefly recognized and captured by the Daleks. the Doctor explores the small craft. Inside the TARDIS. Fleeing into the capsule and sealing the Daleks out of their own ship. deduces that the Daleks are extracting taranium. Baskets of the phosphorescent ore are delivered to the Dalek craft. The taranium was then exhausted to send a small Dalek time capsule and a suicide force to this location to set a trap to capture and eradicate the Time Lord. Out to sea. or by posing as miners carrying the offerings. Escaping through the observation hatch in the top of the craft. The Dalek capsule. the central console emits a loud and nerve-shattering bang. who will then ‘commune with the gods’ to relay the information. Behind the time ship rises a steep but craggy cliff over which vines and creepers climb. just inviting a weary traveller to take a dip. and the ship crash landed. towards the TARDIS. one character. and the extracted taranium stored ready for use when the capsule’s time engines are repaired. remind them that the Doctor has an ‘infallible sense of direction’ as far as locating the TARDIS is concerned. pursued by surviving Daleks. Hellas has one bonus: it is a source of a taranium complex ore that the Daleks now demand as tribute from the Athenosians. or he arranges for it to take off and explode safely out of the way of the planet Hellas. Map 6: the chase.

although the Doctor may feel safe. if the companions are determined to stay in the TARDIS. catching a glimpse of a human face. Doctors who are prepared to (not the first or second incarnations!) use the TARDIS computer and apply data from sensors can extract this information (difficulty 7. cannot easily be lured from the jungle — he’s had his fill of messengers from the gods for a day — but may well lure a hotheaded companion. are generally peaceful. It is clear the TARDIS is going to be engulfed by the sea. Rivalry between kingdoms is intense and it would take a planetary catastrophe for them to unite. The Doctor and his companions have two choices: they can sit in the TARDIS and wait (1A). Tell any character who enters the water that it feels surprisingly tingly against the skin.. and has a corrupted Greek name (other kingdoms. He will then know he has landed far in the future along his time stream. the cliff or the jungle. with an attack frequency of 5 action turns. that a companion may notice movement in the jungle. As a last resort. Its inhabitants are regressive Earth colonists who once abandoned technology for the simpler. Hykronos. The Doctor and his companions should be encouraged to explore their surroundings. it is difficulty 10 against Knowledge to extract a minor but useful piece of information: that the sea is a weak fluoronic acid that can penetrate and attack organic materials at a molecular level. such as Steven. diving masks. to recall its political status is difficulty 9. the only way is to take it to them. if the scanner is on. out of the TARDIS. The Doctor may recall which planet he is on (difficulty 8 against Knowledge). he can even rustle up some scuba gear or breathing apparatus for no more than two people. after 10 turns it is 2 and so on to its maximum of 5). The TARDIS is immune to the effects of fluoronic acid. 142 .. Whichever method is used. Electronics is applicable). The difficulty of noticing this reduces by one for each research turn that passes. (If you put players in separate rooms to deal with their characters’ explorations separately. lay out some telephone notelets or beer mats to represent the areas in Map 2 (don’t point out the quicksand!). or snorkels. or go out and investigate the apparent paradise outside (Scene 2). the villagers will in due time troop down to the beach and drag the TARDIS on rollers to the temple.DOCTOR WHO — TIME LORD that all he needs to do is wait for a few hours everything’s cooled down a bit (difficulty 6 against Knowledge. however. although the slightly alien sounds of the island’s birds and the rasping susurrus of insects makes it seem rather unearthly. could be Thebos. divide your time equally between them to avoid players becoming bored. The people. This encounter is not intended seriously to injure any character: it is a clue. They should get the hint and leave! Any character who takes a shower immediately nullifies the effect of the fluoronic acid. It is difficulty 5 against Awareness to see the figure — who is the slightly curious Hykronos. Allow players to send their characters in different directions. roll to overcome a swimming character’s Strength with the Strength of the poison (after 5 turns it is 1. Companions can explore the beach. Attacks continue even if the character leaves the water. each island or kingdom of islands is analogous to an independent Greek state. there are no hazards to swimming bar the water itself. they can even elect to go for a swim or sunbathe! 2A: In too deep The TARDIS will be able to furnish any companion with swimming costumes. starting with the first one after the TARDIS arrives. nervous companions might panic him into leaving the TARDIS. At the end of every 5 turns immersion. Spartia and so on). after 10 turns that it hurts. 1A: Wait and sea If the players aren’t willing to get the adventure moving. up to a maximum of 5 turns later. unwittingly delivering the Doctor into the hands of his enemies. Strength 5. After 5 turns’ immersion tell them that it irritates. After an hour or so (four research turns) it is difficulty 7 against Awareness to notice on the monitor that something is different: the sea is much closer and the tide is quickly coming in. The beach shelves gently towards the reef. The TARDIS has landed on Athenos. philosophic life of Ancient Greece. one of many islands that make up the land mass of the largely oceanic planet of Hellas. Keen Sight is applicable) will see the Doctor is looking at a soot-coated circuit that has undoubtedly seen better days. During this time.) If players find it difficult to envisage their immediate surroundings. Any companion who catches sight of what the Doctor is looking at (difficulty 4 against Awareness. there is a chance each research turn. Computing is applicable). even if it causes a small administrative headache. however. SCENE 2: ON THE BEACH The real world lives up to the scanner’s depiction of a tropical paradise. for example. The dilute fluoronic acid counts as a slow poison. if the Doctor can beat a difficulty of 5 with his Awareness.

which the character must beat to escape using his Move. Hykronos will run for it. who sees his chance to avenge his brother’s death. Hykronos will typically move an area away each time and still attack. he will drag the companion’s body deeper into the jungle. On bending to examine the body closer. If he loses the fight. using Awareness to beat the difficulty presented by Hykronos’s Stealth (Control 4 plus Stealth 1 equals difficulty 5). however. He should be kept as a free agent in the event of the companions’ capture. During the fight. Difficulty 2 Wet Sand. when the companion recovers. The player gets a chance to notice Hykronos’s approach. Difficulty 1 Quicksand. the Doctor should really investigate it. leaving them to be found and captured by the village patrol. the character will be attacked by Hykronos. there will be chance to talk and convince him that the TARDIS crew are friendly. although initially hostile. Hykronos. 2E: Body unbeautiful If all the TARDIS crew stumble across the body. in the dilution present in the sea. He will find. simply needs winning over: if he wins the fight. once in the same area it is difficulty 6 against Control to avoid it. the difficulty remains constant. will see (difficulty 3 against Awareness) the body of a man spreadeagled in the undergrowth: it is Hynossos. Difficulty 3 Sea. the difficulty increases by 1. urging him into hiding. The main aim of this encounter is to introduce a possible ally who. Quicksand counts as difficulty 3 terrain on the first action turn. in fact he 143 . Difficulty 2 Body of Hynossos TARDIS 2B: Shore things Characters who explore the bay have a chance of stumbling into quicksand in the areas marked in Map 2. where. however. difficulty 10 against Knowledge. difficulty 5 against Medicine (automatic success) that although the native appears to have been killed by a fall. if the character doesn’t try to escape.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 2: The Beach KEY CLIFFS Jungle. or nears its edges. he will recover in time to alert the companion to the approach of the villagers. For each action turn in which the character tries to escape. who has clearly fallen to his death from the top of the cliff. It is difficulty 6 against Awareness to notice the quicksand (characters in distant areas increase this difficulty by the range to the quicksand). If the rest of the TARDIS crew appear. 2D: Body language Whoever enters the jungle first. is only a mildly corrosive acid: its main features is that its molecules are small enough to penetrate skin pores and debond many inorganic substances. Difficulty 2 Dry Sand. 2C: Science lesson Fluoronic acid. the action should move away from the body. This the Doctor will know or find out from the TARDIS database or his memory. Characters trapped in quicksand will be attacked by fluoronic acid in the same way as bathers (2A). even at the risk of tackling a messenger from the gods. can be won over.

If struggle ensues. white-washed one-storey buildings scattered around a central square. with spear and knife Indoor area Outdoor area Sturdy door Walls Barred window 144 . and the overflow of water seeps into the ground. If Hykronos gets the chance. which is hastily barred from the outside. have no weapons. and rescue the Doctor and his friends. another stands by the door. but a moderately well furnished. Captain Kelsyx explains he is off talk to the High Priest of the Cyclops god. don’t resolve any further attacks against him: simply have the natives bind him. they will probably be too absorbed to notice that they have been surrounded by about a dozen hostile natives bearing spears and bows. A spring bubbles into a stone trough in the central square. by all means allow one to run from the natives — to be met and captured or hidden by Hykronos. but they are outnumbered three or four to one. Obvious weapons will be taken away from the captives.DOCTOR WHO — TIME LORD died before he hit the ground: the native’s chest feels like jelly — the result of a high energy weapon. then that is his fate — it is almost certainly the fate the Servitors will decree. On the far side of the village. and forced to carry the body of Hynossos. biff them with a blunt object. The players may choose to put up a fight. The captives are led to one of the buildings. Despite protestations of innocence. he will nobble the back guard and free a companion if no player character is already free. Photographic Memory helps). one-roomed house. Curse of the Cyclops Map 3: Prison KEY Guard. crowd companions and attack them with blunt weapons from all sides to knock them out. This is to allow Hykronos and any free companion to prove themselves: disguised as a native a companion and Hykronos can dummy the guards. Showing abnormal intelligence for guards in a Doctor Who adventure. which is obviously not a prison. The gods will decide the player characters’ innocence or guilt. Captured companions will be led through the jungle to the village. If a companion is KO’d. there is certainly no harm jumping to such a conclusion. If no companion has met Hykronos or is a free agent. If this immediately brings to mind the Daleks. the two in charge of the prisoners will not be fooled by clever ploys from their charges: if one of the companions is ‘dying’. ‘Murderers! Seize them. and hardly a match for their captors. A guard is placed at the rear window. and marches off in the direction of the temple. the officer will be unswayed by the companions’ claims of innocence: there is only one way the truth can be found out — by consulting the Servitors of Cyclops at the temple. It is extremely hard to memorize the route through the jungle (difficulty 8 against Knowledge. SCENE 3: IN THE VILLAGE Athenosia resembles a picture-postcard village. a trail leads up through the trees to a sand-coloured temple on top of a hill.’ cries the officer in charge. 2F: Caught out While the crew examines the body. with squat.

SCENE 4: THE TEMPLE To all intents and purposes. then the guards on the prison will demonstrate usual stupidity and allow themselves to be fooled by the prisoners. like the Dalekanium knife in the head man’s house. difficulty 3 against Control (Stealth helps). 4B: We did it their way Characters that have failed to escape the Athenosians will be forcibly brought to the temple and abandoned on the steps for the high priest to emerge and pass judgment. 3B: Help. consecrated by the high priest. run It is easy. 4C: Of course nobody saw us. Characters will be brought by guards into the building itself at the same time as the taranium ore. In return. Scraping at external walls will reveal hard metal beneath: a stucco layer has obviously been applied over some alien object. the gods sometimes leave gift of metal objects. Anyone snooping round the temple will be seen by Dalek security monitors: the Daleks will therefore be expecting any ‘unexpected’ visitors. 3A: If in doubt.DOCTOR WHO — TIME LORD Any objects removed from the companions can be found by the prison door. It is difficulty 6 against knowledge to remember seeing this type of structure before: that of a Dalek time ship. pointing out the largest house as being slightly ornamented and obviously the most important of all the buildings. we’re trapped! If the companions have somehow all been trapped and Hykronos has been killed. at the front of which four round columns rise to a triangular frieze. and it is quite conceivable for the characters to arrange to be hidden in the baskets and delivered into the temple. leaving the Doctor in no doubt that the Daleks are at work. which the companions may deem necessary to take. 3C: Search me Investigating the village is risky: there is little to be found: the Athenosians are poor. 145 . Each night. that their base is at the temple (Scene 4)... Or you could play the adventure this way and allow Hykronos to enter at a vital moment and knock out a guard from behind. there can be found samples of the complex taranium ore mined by the villagers (see Scene 7) as well as a metal knife made of Dalekanium — a gift from the gods for the villagers. Evidently they are craftsmen. as most are at work in the mines. but there is no widespread evidence of metal: spears and knives are made from sharpened shells. Referee’s notes A map of the village isn’t important — handle any searching in an abstract fashion. failure will alert someone to the intruders’ presence and the alarm will be raised. Make the companions roll once each research turn they are in the village to determine whether they are noticed. Only by entering buildings is there a chance of being noticed. The only entrance is through the columns: a tall rectangle of darkness that looks almost unwelcoming. the temple looks like a simple Greek temple built out of reddish-coloured sandstone. to sneak through the village to the jungle. The two guards are each armed with a spear and a knife. A scuffle is bound to occur in which the guards will have no compunction about using their knives (spears aren’t practical weapons in a building) to end an escape attempt. and that they need some material from the mines (Scene 7). in which a single blank eye is painted. Investigating the village raises the difficulty of sneaking about to 5. and there is a faint hum in the air: it’s remarkably like being next to the TARDIS (difficulty 4 against Awareness when within one area’s range). In the largest building. If the characters are free to explore. Steps lead up to a plinth. and left for the gods to claim. 4A: In with the in crowd One way to get in ‘unnoticed’ is to hide in the large baskets used to deliver tributes of taranium ore to the gods. but happy people who take pleasure in the gifts of the sea and the land. It is difficulty 5 against Awareness for these items to be found in a 10 action turn search of the house. The baskets are easily big enough for a man to hide in. about a dozen baskets of ore are delivered to the temple. the head man’s house. there are few villagers about. they can discover that the temple vibrates slightly. Hykronos can explain more about the Servitors.

The Doctor can arrange to destroy the ship by repairing the time engines and setting it to take off and explode in the time-space vortex: an explosion can be triggered by hurling the poor technician Dalek into the chute leading to the taranium refiner. This Dalek is hard at work and absolutely no threat as it has a claw and sucker arrangement instead of a sucker and gun in its manipulator panel. (And if the Daleks do get the courage to shoot. provided he keeps the ore next to him. however. They fan out. There. the door to the outside world will be shut. trapping the characters inside. the Doctor can sabotage it to destroy it safely and whichever Daleks are present. however. sealing the doors against his enemies. The Daleks. leaving only a short time for the Doctor and company to leave the ship by the observation chamber and clamber down the temple’s outside wall. But from behind.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 4: Temple KEY Indoor areas Pillars Offering of taranium Main temple door. ensure that Hykronos is the one who gets hit!) 4E: The only way is up There is only one escape route for the Doctor: into the Dalek time capsule. any Dalek looks dangerous. If the Doctor realizes this. taranium ore is being refined and stored ready for the junior technician Dalek to get the time engines working. The level the characters enter is the control deck: the deck below is the stores. What happens next largely depends on whether the characters are captives or voluntarily in the temple. Two pepperpot shaped doors rise in the opposite wall. In the power rooms. While in the time machine. In essence. taranium ore can be shoved into the barrels of the Daleks’ guns (difficulty 7 in hand to hand combat. labs and power rooms. will not open fire while the characters are near the taranium ore and the ore is in the ship. and three Daleks glide out of each one — including the Red Dalek.. As a defence against pursuing Daleks (one through each door). nor would they be able to get their mined ore back to Dalek Supreme. surrounding the characters. the deck above is the observation deck. shut to trap characters Concealed doors to Dalek capsule 4D: Temple fortune Once inside then temple. any Dalek that fires with a blocked gun is destroyed — and the first Dalek through each door should fire and be destroyed! By this time the companions can seal the doors against the Daleks (who will cut their way out of the main temple door to escape themselves). he is saved. which has a lift to the roof (the way out).. To do so invites disaster: the phosphorescent ore could produce an unpredictable time implosion. they will run into the escaping Daleks and be pursued through the jungle (Scene 7: The Chase). The characters must act quickly: the Doctor must come up with a good reason for the Daleks not killing him (by all means make the player who controls the Doctor sweat a bit!). the Red Dalek knows the characters are there and will take a few seconds to identify the Doctor or his associates: either he will deliver a staccato ultimatum to hand over the Doctor or he will pronounce the Doctor’s death sentence. stranding everyone present in time and space — the Daleks couldn’t even be sure they would exterminate the Doctor. 146 . of course.

Invent scenery as necessary: store rooms are uninteresting: what is important is the power plant room. at the centre of which is a lift system. the control room and the escape route through the observation deck. 147 . and difficulty 6 against Knowledge to operate them. Dalek lifts are panels set into the floor and are not immediately noticeable: it is difficulty 4 against Awareness to see them.DOCTOR WHO — TIME LORD Curse of the Cyclops Map 5: Dalek Time Capsule KEY A Lift service platform — runs throughout the capsule A Observation Platform Physical observation deck and escape route! A Observation Deck Monitoring equipment. scanners. tracers and so on Entry point from temple A Control Deck Assorted Dalek control panels Entry point from temple P S S S A R P R D R Power Plant & Stores All areas are accessible from the central core: R Ore refinery P Plant S Stores D Dalek technician 4F: The time capsule Treat the Dalek time ship as a simple cube on three levels.

5A: Open choice The Doctor might raise the Athenosians against the Daleks. Neither the companions nor the Doctor will probably have had time to find their way about the island. But the Athenosians are fond of their gods: only Hykronos knows of their evil and will speak against them. say. possibly with radioactive properties!? A player who tries hard enough might well persuade the miners that the Servitors are not what they seem. Inventive companions may use vines in quickly improvised traps in order to snare and then catapult the metallic monsters over the edge. It is completely harmless. SCENE 6: THE CHASE At some time near the end of the adventure. but would any scientist trust a glowing ore. the Daleks should pursue the Time Lord and his companions through the jungle to the TARDIS. difficulty 2 D TARDIS 148 . Be prepared to respond to the players’ ideas. The mines are open cast. Each day the extracted ore is delivered to the temple in the evening. probably after the Doctor has arranged for the Dalek craft to be destroyed. thereby providing a means of destroying their pursuers. Whether the Doctor relies on his ‘infallible sense of direction’ (difficulty 3 against Awareness) or the companions use a direction finder to pinpoint the time ship’s location (difficulty 4 against Knowledge). SCENE 5: MAKE IT MINE The taranium mines are not a vital part of the adventure. to obtain materials or examine the ore that the Athenosians are extracting. each D = one Dalek Initial Dalek positions KEY Jungle area. therefore they should not know that although the line they take to the TARDIS is indeed the most direct one. and basically the 40 or so workers just hack away at a cliff with tools given them by the Daleks (pick axes with carbide-tipped Dalekanium heads). The taranium ore is very low yielding and has phosphorescent properties: it glows visibly in dim light. it ends with a drop down a cliff! This is intentional: companions that make it to the cliff edge can hide behind trees ready to push any Dalek off the edge. playing on the lack of reward for all the effort. While doing so they can witness the Daleks in the outer area trying to cut through the external door to escape (the Daleks know they can get through this door quickly — cutting through the Dalekanium doors into the capsule proper is out of the question. or he might use the taranium ore to construct a MacGuffin capable of temporally displacing the Daleks. arrive midway through chase Area containing Daleks. start the chase about 20 areas from the TARDIS. Curse of the Cyclops Map 6: The Chase D Dalek reinforcements. but the Doctor might prefer to visit them.DOCTOR WHO — TIME LORD The characters should feel under pressure to disable the capsule and get out in a short time. arrive midway through chase D C L I F F 20 areas D D D D Dalek reinforcements.

metallic looking hair and well tanned skin: they have mutated slightly from their original human stock to adapt to the environment of Hellas. Any Dalek that topples is destroyed on the beach below (no need to roll). and treat the Red Dalek as a Black Dalek. adding generous bonuses for drop kicks (+2 general modifier) or for using vines. armed with spear and knife (both count as edged weapons. Eight Daleks. or to climb down the cliff using the vines. search and destroy. cannot mooove. and allow the players to place their characters’ tokens in any area they wish. difficulty 4 to move two areas. Athenosians have fair. lay out more notelets or draw more areas to fill in the terrain. cannot moove. Companions are able to run at Move 4. Place one or two Dalek counters on each flank. a few others need to come in from other parts of the island. No Athenosian wears armour. If they wait long enough. and difficulty 6 to move three areas. To force a Dalek off the edge. In essence. As the characters run towards the TARDIS. usually just the Red Dalek. The companions typically see only six at any one time. will get to the beach in time to be bogged down in quicksand. and the size of the Dalek capsule suggests only a small force is present. Or. the first Doctor can run at only Move 3. They are immune to the effects of fluoronic acid. SCENE 7: DEATH TO THE DALEKS Once the companions reach the TARDIS they are safe. Roughly work out 20 areas distance and place a notelet to represent the location of the TARDIS — do not tell the players there is a cliff in the way. Daleks have Move 2 and are at a considerable disadvantage because the referee must roll each turn to see whether they can move even one area! Daleks will generally alternate which of them tries to move two areas and which move only one or remain stationary and fire. No Dalek can fire at a companion who is climbing down the cliff — its gun cannot be pointed at such a severe angle. Warriors should be treated as Ancient Worlds soldiers in the rules.DOCTOR WHO — TIME LORD 6A: Handling the chase Either draw on paper or set up nine telephone notelets or beer mats to represent the areas given in Map Six. The TARDIS will be fully operational — and Doctor is free to leave — once the Dalek menace has been dealt with. FRIENDS AND FELONS Daleks The exact number of Daleks in the adventure is up to the referee. you could force a quick electronics repair on him before the TARDIS will take off (difficulty 6. to worry the Doctor in the chase scene. The climb is difficulty 2 for each vertical area — characters may use either Control plus Mountaineering or their Move to make progress. ‘Search and destroy. ready to push Daleks off the edge. any surviving Dalek. the Daleks will all move towards the companions this turn chanting. The acid would seep through the grilles in the Dalek’s top part and down into the creature below. use Control against the Dalek’s Defence to hit. Dalek reinforcements should arrive. realizing the potentially incapacitating power of fluoronic acid on the living creature inside a Dalek shell. place one Dalek token in each marked area. one of which should be the Red Dalek. the Doctor and company could make water bombs and attack any surviving Daleks.’ at which point their speech circuits give up in a sort of whining fade. including the Red Dalek should be enough: use the statistics in the Time Lord rules.. If the companions get too cocky. Continue the chase until the companions suddenly realize that although the TARDIS is only a few areas away.’ Jungle counts as terrain of cumulative difficulty 2: it is difficulty 2 to move one area. all of them speak perfect English.. 149 . panic-stricken. trapping the Dalek until the tide comes in and drowns it. They typically wear simple white kilts or tunics and sandals. seeming as if to head off the companions from their goal. some Daleks need to escape the capsule before it is destroyed. At this point their options are to stay and hide. where they have been stationed on patrol. there is a drop of about 10 vertical areas to the beach. where the fluoronic acid in the seawater will make short work of its electronic circuits. the Daleks have just moved into sight that turn. at the end of the action turn — in effect. Action turn one now begins: ask the players what their characters are going to do. To allow the Doctor to see the end of the Daleks. inflicting 4 Wounds). allow some Daleks to move into the same area as each other and use group fire to make their guns more devastating. Daleks trapped in quicksand should emit puffs of smoke and screech. ‘Cannot move. because they cannot see that far! Use miniature figures or counters to represent the companions and the Daleks. then Strength against the Dalek’s Weight to force it over the edge. although they should deal with any surviving Daleks. They should always try to move two areas if the characters outdistance them too much. two areas distant from the companions and one area ahead of them. Athenosians Humanoids in appearance. takes 20 action turns). At about the halfway point.

his brother was hit by Dalek fire just as he made the edge. and thereby learning that the gods were mere creatures. Hykronos is naturally sceptical about any messenger from the gods. Unfortunately. They are hard to incite to violence. the two ran to reveal their secrets to the village. hunting for the village as a living. High Priest The high priest is an Athenosian under Dalek mind control. but is a figure that the villagers respect. the two Athenosians crept into the temple the night before the TARDIS arrived and hid among the baskets of ore. as he is quite competent himself. Hykronos Strength: 4 Control: 4. but be dismissed by his overlords to prevent him from getting in the way. and willing to contribute to any of the companions’ plans. but murder of their own kind is one of the few things that will provoke hostility. he will have great respect. He is resourceful. 150 . bright. He speaks the will of the Daleks and calls on the wrath of the Cyclops to strike down those who might deny their godly status. Stealth 1 Size: 3 Weight: 4 Move: 3. Wilderness Lore 1 Determination: 3 Awareness: 3 Daring with his brother Hynossos to look upon the secret rites of the Servitors. Hynossos stumbled on leaving the temple. Swimming 1 Knowledge: 4. He will be present with the ore when the companions are delivered to the temple.DOCTOR WHO — TIME LORD Athenosians try to live a Greek ideal of philosophising and peaceful coexistence. he will know they are people he can trust — and. The two were chased through the jungle: Hykronos made it to the cliff and clambered down. He has no real role in the adventure. more than capable of dealing with the Servitors. but if he hears them talking or theorizing about the Daleks. First Aid 1. He will initially regard the TARDIS crew as enemies. Running 1. alerting the Daleks to the brothers’ presence. If he is beaten in hand to hand combat by a companion. Overhearing the Daleks talking of their contempt for the natives. as messengers from the gods.


Weight Lightly built men. Control Most players will have Control 3. his Strength is 2 higher. There is an advanced character creation system in Appendix 4 (page 159). an averagely built person should have Weight 4. You. if he beats you after a struggle. such as a fireman or a soldier in a bomb disposal squad. and should be modified according to a player’s extremes. If the referee beats the player after a struggle. It might explain how the character comes to find himself in the TARDIS. Having someone playing himself as a character. his Strength is 1 higher than yours. the player needs to be more stubborn than the average mule. One point extra in an ability represents a considerable increase in skill and may unreasonably raise a character’s abilities above those of other. the player’s character has a Strength of 1 less than the referee’s. In a way it is more challenging and interesting to get players to generate themselves as characters and have each of them play someone else. women or youths should have Weight 3. You. worldwise players without formal education should have Knowledge that reflects their experience. Anyone with a job that requires conspicuous bravery. have the last word in any dispute because you need to balance player characters’ abilities with those of referee characters. the referee. This background will help you decide the appropriate level of his abilities in terms of the TIME LORD game. Exceptionally observant players. the player should write a one-hundred word to two-hundred word resume of his background. Control 4. Knowledge Knowledge can be gauged by the education a player has received. Use the difficulty tables in Part Five along with the following guidelines to determine the common abilities of a player as a character. or players with strong oratory abilities should be given Awareness 4. the referee. Track and field athletes should be given Control 5. Size reflects both bulk and height. a player who is easily beaten has a Strength of 2 less than the referee’s. and with a little help from you. Move All human characters have Move 3 and the special ability of Running 1. it is possible to do so in TIME LORD. Determination Most players will have Determination 3. To get Determination 5. can be unsettling both for the player and his friends. First. Awareness Anyone with a sight. Education to primary school level counts as Knowledge 2. say three times a week. Give any player who regular exercises or plays sports. Strength Give the player an arm-wrestling match after first rating your Strength (2 for puny. who may suddenly learn more about that person than he might ordinarily reveal. but notable cowards. Size Male characters will usually be Size 3. a university background counts as Knowledge 5. Well-travelled. applying any tests that are appropriate to determine the character’s abilities. however. An average person has Awareness 3. detailing education and possible special abilities arising from sports and pastimes. decide the actual values. smell or hearing impairment or who communicates awkwardly should be given Awareness 2. technically more competent people in the game world. should get Determination 4. female characters will usually be Size 4. 3 for average. Creating a character is an open-ended procedure that requires the co-operation of the referee and the player concerned. 152 . It should not break out into a war of words about a character’s abilities. education to age 16 counts as Knowledge 3. particularly nervous people or anyone who cannot kick an addictive habit such as smoking for more than a day should be given Determination 2.DOCTOR WHO — TIME LORD APPENDIX 1: CREATING COMPANIONS The easiest role for anyone to play in any role-playing game is himself. 4 for muscular and 5 for body-builder). An evenly matched referee and player have the same Strength. the referee. a thickset build coupled with great height deserves Weight 5. If he easily beats you. sixth form counts as Knowledge 4.

DOCTOR WHO — TIME LORD SPECIAL ABILITIES A character is made unique by his special abilities. assign the special ability a value of 2. gives her the Control-related ability of Dancing 1. decides the quality of her voice is such that she deserves Singing 2. Her own ideas of alien lifeforms are probably weirder than the real creatures and the universe holds few terrors for her. Where is that baby now? 153 . picking the special ability of Independent Spirit 1. The referee. Determination 4. skills appropriate to his background and training. She has no equipment — her stage costume was not designed to be practical! Author’s note for the curious When Time Lord was originally written. Keen Sight and Bench-thumping. Any special ability which meets these minimum requirements can be assigned a value of 1. however. should be given Cheat Death if his Strength is less than 5: a Strength 4 character should have Cheat Death 1. She is determined to control her own music and image and has learned how to use complicated electronic recording and mixing equipment. Go through the list of abilities provided in Part 3 and decide whether any are appropriate to the player’s written background. to her. Weight 3. Wearing purple and silver futuristic stage clothes. A player should justify any particularly odd special ability that he wants. Move 3. Ignore any ability for which the player has received less than a month’s full training or for which he has less than three years’ on-the-job experience. The referee may give each character up to two points to be assigned to unique special abilities: a player might choose to assign the points to one or two special abilities. the Knowledge-related abilities of Computing 1 and Electronics 1 and the Awareness-related abilities of Musicianship (keyboards) 1 and Singing 1. Remember that player characters are ordinary people: they are not superhuman. Knowledge 3. adventuring in the TARDIS is fun. much of her work is composed at home using a keyboard. If the player has five times this amount of training or experience. round face. A character. Ordinary people are unlikely to have many of the quirky abilities such as Cheat Death. Alison’s player decides she wishes to enhance her strong will with the one point the referee allots her. dark brown eyes and straight. Control 4. or Iron Constitution 1 with Con 1. Awareness 3. a Strength 3 or Strength 2 character should have Cheat Death 2. however. Tone down values that seem excessive. based on three years’ composing and singing. for example. Her career. Iron Constitution. picking Sense of Balance 2. She also gains the Strength-related ability of Cheat Death 2 and the Move-related ability of Running 1. She has an attractive. The referee gives her the following common abilities: Strength 3. Only characters with very few special abilities should be given 2 points. The equipment they have will be whatever they are carrying in their pockets when the character is generated. she stumbled into the TARDIS while mistaking it for a part of the set for a promotional video. but give each character some speciality that will prove useful on his travels with the Doctor. rapstrix Betty Boo had a quirky video to her song Where Are You Baby? from which all the notes concerning Alison gain their inspiration. shoulder-length black hair. sampler and computer. most people will need only 1 point. ALISON — A SAMPLE CHARACTER Alison is a 20-year-old singer and dancer from 1991 London who is on the verge of breaking into the music industry with a unique blend of rap and bubblegum pop. Size 4. Her hordes of admirers warrant the ability of Striking Appearance 2.

A character heals Shock at a rate equal to his Strength for every research turn of rest or inactivity. usually inflicting 3 Wounds. for example. because players will not know whether an attack against them is going to be lethal or just knock them out. First Aid. A character who has taken 3 Shock in effect has taken 3 short-term Wounds as far as recovery goes. A Strength 3 character who had taken 4 Shock would have only 1 Shock after one research turn of rest. either as Wounds or Shock. Safe combat creates a feeling of uncertainty. OPTIONS The following options for safe combat are recommended to referees who wish to broaden the scope of blasters as weapons. His character is assumed to be pulling his blows to avoid permanently harming his opponent. so they should be genuinely concerned if he is gunned down. In this way it is possible for a Dalek gun to deliver 1 to 8 Wounds or 1 to 8 Shock. does not count towards death and no character can be killed by Shock damage: whether a character is considered lightly wounded. No one will know. it inflicts 8 Wounds when set to kill and 8 Shock when set to stun. typically 6 to understand an Earth-built blaster or 8 to understand an alien one. The character who applies his healing skills must decide whether his treatment will heal Shock or Wounds. Shock injuries make it difficult for a character to regain consciousness. Any player who wants to make a knockout attack must tell the referee before resolving the attack (the referee does not have to tell the players whether attacks from referee characters are lethal or knockout!). however. however. First Aid or Medicine can be used to heal Shock damage in the same way as such abilities are used to heal Wounds. a player should state at which level the blaster is set and whether it is set to kill or stun. may be applied once to Shock and once to Wounds. EFFECT OF SHOCK Shock acts as Wounds for the purposes of getting through armour. seriously wounded or dead depends only on the number of Wounds he has taken. for example. Before firing. Referees should use safe combat to enhance the dramatic tension of an adventure. Any blunt weapon. Variable power blasters The flexibility of blasters as weapons can be increased by allowing them to inflict any amount of damage from 1 to their maximum. Instead of inflicting different amounts of Wounds when set to stun or kill. Healing Shock damage heals far faster than Wounds. an attack with a blunt weapon. It is highly recommended that these rules be used because they reduce the severity of Wounds inflicted on characters and so prolong characters’ lives. The difficulty of understanding how to use a blaster is the Knowledge required to build such a device. such attacks inflict Shock equal to the number of Wounds the weapon would ordinarily make. but heal faster than Wounds. could be used to make a knockout attack that inflicts 2 Shock. All are in keeping with technology in the DOCTOR WHO universe. In safe combat. Blasters that are found by player characters must first be understood to change the settings. whether that blaster aimed at the Doctor is set to stun or set to kill: characters need the Doctor alive if they are to escape in the TARDIS. Instead of inflicting Wounds. A Dalek gun usually inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. mark genuine Wounds with a W and knockouts with KO to differentiate between the type of injury. In the Wounds boxes on the character sheet. otherwise such weapons by default are set to maximum Wounds. a blaster inflicts its maximum Wounds when set to kill and the same amount in Shock when set to stun. Shock. 154 .DOCTOR WHO — TIME LORD APPENDIX 2: SAFE COMBAT Basic combat in TIME LORD makes no distinction between lethal blows and non-lethal blows. natural weapon or blaster can be used to make knockout attacks. BLASTERS AND SHOCK Blasters become far more flexible and potent weapons with Shock damage. could instead inflict 3 Shock. A fist attack that inflicts 2 Wounds. Referees who wish to use a combat system that allows characters to be knocked out but not wounded by blows from fists and blunt weapons should use the rules for safe combat. any excess cannot be used to treat the other type of injury. The referee should decide before the game starts whether these rules will be applied. overcoming Strength and recovery.

broadening the beam of energy emitted by the weapon. Each time the blaster is fired counts as a cumulative ability of 1 which is used to test whether the blaster runs out. the blaster runs out and Jamie must look for another weapon. To add to the uncertainty of using blasters. each one should be assigned a charge rating: this is the difficulty of it running out of energy and can be any figure from 1 to 20. On the sixth turn of firing. 155 . The referee decides the gun is half charged and gives it a charge rating of 10. If he succeeds. Jamie picks up a blaster from a fallen space marine and fires at his pursuers. Jamie can fire without fear of the gun running out. For the first five action turns. especially when combined with group fire. forcing them to take cover. Power The power of energy weapons is finite and it is possible that they will run out through continued use. the cumulative power ability reaches six. Any blaster set to stun reduces the difficulty of hitting a target by 1 owing to the indiscriminate nature of the energy beam. The blaster runs out if the referee beats the difference between the number of turns the gun has been fired and the charge rating. the referee rolls the dice to try to beat a difference of 4.DOCTOR WHO — TIME LORD Broad beam stun Setting a blaster to stun diffuses the energy it emits. Broad beam stun is particularly useful to enemies of the Doctor because it gives them a better chance of hitting him.

are described by type with limitations on their use. rules should be transparent to the players of a role-playing game. But with US company FASA’s licence for a DOCTOR WHO roleplaying game set to expire. or any other warlike alien species. It is primarily intended for fans of the DOCTOR WHO television series. becomes the driving force of the game. and to prevent a mad rush for calculators. and those that exist are largely for the benefit of the referee. Such a mechanic assumes that the players will choose the best character for the job — if they do so. quickly became involved in the project. generated by the referee as well as the players. I have concentrated on providing only those tables that are essential to the running of the game. of course. too. Such details are for those people who master TIME LORD as it stands. whether it is a sabre wielded by a British light dragoon of the Napoleonic Wars or the two-handed broadsword of a medieval knight. yet still be able to cope with the complex situations that role-players will inevitably hurl at the system. and the game was in danger of remaining a private system played by only one group of people. In the context of the DOCTOR WHO series. We also wanted to encourage role-playing rather than rule-playing — the optimized rule-bending that sadly afflicts many role-playing games. which I chose to treat generically. many tables become redundant. 2. Ideally. and who has curbed my wilder excesses — excesses that might have seen the porcelain vase of flowers among the deadliest hand to hand combat weapons in the universe! Both of us knew that if TIME LORD were to appeal to most DOCTOR WHO fans. Conversely. There is also a noticeable famine of tables. Yet the idea of characters automatically being able to succeed at tasks they were competent to do appealed and was carefully placed in my mental filing cabinet. 55%. the rules had to be easy to understand. We hope to have erred on the side of description of characters and aliens rather than numbers. Some people. Mechanics that intrude on play are largely unwelcome except where rolling the dice creates dramatic tension — the points in an adventure where the players believe their plan depends on the success or failure of one person or gadget. On a scale of one to ten that embraces the minimum and maximum values in the universe. No one has a chance of success if the difficulty is five or more higher than his appropriate ability. and the notion of the subtractive six-sided dice system that TIME LORD has put into practice was no exception: the place and time in question was leaving the steamy confines of a bathroom in mid-winter. we saw an opportunity. 16% and 5%. For the sake of stats fans. Now. I wanted to de-emphasize the role of combat in the game. only the difficulties tables are needed to drive the system. but at the time I had no more idea of how to put them into effect than she did. TIME LORD is reality. TIME LORD’s co-designer and an old friend and colleague. are details of specific weapons. not all of whom will be familiar with the way a role-playing game runs or works. Gone. The more I playtest the system. Gail Baker first provided the idea of levels of competence as a general game mechanic. the odds of beating differences of 0. 1. At the time. Weapons. Inspiration strikes writers and designers in the weirdest places. because we believe the enjoyment of role-playing comes through doing. Increasing a difficulty by one therefore has a marked effect on the odds of success. 33%. it is also important that few if any Earth weapons should remotely endanger Daleks. Peter. some three years later. because a proliferation of tabular information cannot easily be absorbed. by setting difficulties at levels below most of the characters’ abilities it is possible to play a game of TIME LORD without anyone but the referee rolling the dice — as near to a diceless role-playing system as I believe it is possible to get yet still presenting a viable rules structure that will settle arguments. and a sword becomes simply a sword. In practice it means characters will comfortably be able to do something at the limits of their abilities (a difficulty equal to the ability) and have an evens chance of succeeding at something one higher than their abilities. But beneath the simplicity is some cunning mathematics behind the odds of success. This decision is quite deliberate: anyone who is attempting a task whose difficulty is four higher than his ability is attempting virtually the impossible as it is given that the game assumes complete competence 156 . Too many tables can be as much a disservice as too few. success will usually follow. DOCTOR WHO hadn’t been grafted onto the rules. rather than letting even the most cack-handed character have a go. however. not the accumulation of abstract numbers of points. But because TIME LORD uses one simple mechanic — beat the difference — consistently throughout the game.DOCTOR WHO — TIME LORD APPENDIX 3: DESIGNER’S NOTES FOR ROLE-PLAYERS Experienced role-players have probably noticed that TIME LORD omits certain elements that are common to other role-playing games. and perhaps one day may materialize in a volume called TIME LORD COMPANION. Cybermen. It is Peter who ensured TIME LORD continued to head in the direction in which it was intended to go. Such omissions are quite deliberate! TIME LORD is intended to be easy to learn and easy to use. Besides. like rolling dice and it is quite possible to play TIME LORD this way by always giving characters difficulties to beat that are greater than their abilities. Out went character progression systems and character generation systems. Ultimately. 3 and 4 are respectively 83%. therefore. one gun is very much like another. the happier I become with assumed levels of competence as a game mechanic: the story. so some compromises have had to be made.

too. Thus it is that we chose to detail the Cybermen that confronted the second Doctor — the time we believe they were at their scariest. may be contrary to popular belief or modern usage. Theory is all very well. In combination with the referee’s tools of decision and difficulties. the average Dalek hasn’t a hope of hitting the Doctor or his companions provided that the characters dodge. TARDIS is clearly defined as Time And Relative Dimension In Space in An Unearthly Child and we have kept to this definition despite its frequent corruption to ‘Dimensions’. but it takes playtesting to check whether the rules work in practice. Sharp-eyed fans will have noticed the absence of three characters sometimes considered companions of the Doctor and whom we regard as only supporting characters: Katarina. Thanks too must go to Pete Tamlyn. Patrick Troughton and Jon Pertwee and it is perhaps inevitable that our strongest impressions come from these eras. but the short lives of Katarina and Sara as well as the impressionable nature of Kamelion make them unsuitable as player 157 . Peter and I have watched almost every surviving episode of the programme — our notes alone are equivalent to another volume the size of TIME LORD! Even precious.DOCTOR WHO — TIME LORD at difficulties less than his ability. as well as testing them almost to destruction. We apologize to fans for these characters’ absence. far earlier in time Mike Cule (as the third Doctor). TIME LORD. It is perfectly possible in TIME LORD for two opponents to knock each other out at the same time in hand to hand combat. Murray Writtle and Emma Sansone whose own rule systems have given me much to think about and digest before I dared write my own. If there has been more than one version of something in the series. Those role-players who believe characters should always have a chance of success should remember that most companions in TIME LORD are no more than ordinary people. By choosing to shoot individually at a separate target. It also conveys the spirit of script immunity that so many of the Doctor’s companions desperately need. Peter and I have chosen whatever is best for game play. Again it sounds ludicrous. aliens and enemies is taken from the series. Paul Mason (yet again!). It is also perfectly possible for two lines of enemy soldiers to fire at each other at only short range and miss. Marc Gascoigne. as accurate as the television series itself. If he chooses to keep the Daleks. All the information about the Doctors. Jamie Thomson (the spider-infested Captain Jameson) and James Wallis (Vicki). companions. Our own bias will surely show as well: the Doctors of our childhood were played by William Hartnell. Paul Mason (Steven Taylor). Dave Morris (the first Doctor). Together. Only by accident has anything crept in from the novelizations or Jean-Marc Lofficier’s virtually indispensable reference works. and so you will find Brigadier Lethbridge Stewart instead of his hyphenated modern-day equivalent. or by forgoing group fire. My playtesters (and the characters they played) were Patrick Brady (himself). it reflects what happens in the television series. Should the characters confront the impossible. is a rule book and must impose some sense of authority. Patrick deserves special mention for reading and criticizing an early draft of the rules. security agent Sara Kingdom and the shapechanging robot Kamelion. and the DOCTOR WHO television series frequently demonstrate this fact. however. In some cases. And here the referee can assure the speedy dispatch of unimportant referee characters simply by assuming they do not dodge. And far. we have invented tiny pieces of history: true aficionados will doubtless have fun wheedling them out. which I regard as the only accurate source of official information. and that ordinary people often have no chance of success. The referee has a most useful tool here: the group fire rule. not real life. previously lost stories such as The Ice Warriors have somehow come our way. Mark Pawelek (James Wallis). the universe. for the sake of providing information that players will surely ask. say. TIME LORD is primarily designed as an effect game: its intention is to recreate the effects of the DOCTOR WHO universe. Simultaneous combat means the players must trust the referee not to take advantage of their situation — and a reasonably competent referee doesn’t need to — but it also cuts down on bookkeeping. Life. they need to find either a way round the obstruction or someone to whom it is not impossible. but it happens in the series. What matters is the speed at which unconscious characters recover. To my mind the game works best when the safe combat rules in Appendix Two are added. not heroes. The spellings of names have been taken from the programme credits on screen. therefore. the Trojan slave girl. It is partly the reason why I opted for simultaneous combat rather than an initiative based system. Some information. none of which I’m glad to say has made it into TIME LORD. quite simply. being able to put down an opponent and yet not reveal whether a blaster was set to kill or stun serves to increase the tension in the game. in clusters of five and use the group fire rule. these creatures become the deadly aliens they occasionally appear to be. nowhere does this effect show more than in TIME LORD’s rules for combat. Paul Mason (as Sergeant Benton) and Rachel Hopkins (as Liz) tested a very different system. Ludicrous as it sounds. Although I have said combat is not the main purpose of the game. FOR DOCTOR WHO FANS Many fans will probably be wondering how accurate is TIME LORD. The answer is. Look at the series and see how it works. Dave Morris.

Kamelion — who is no more than a cipher — is limited in his potential. Without you. Spread the word. the number of aliens and villains has been limited by the space available: alone they are worthy of a separate book.DOCTOR WHO — TIME LORD characters. the accuracy of this book would have been in doubt. and what a fine mix of drama. comedy. Researching the programme has shown the strengths and weaknesses of all the Doctors and his companions. But we have heeded the polls and included most of the popular monsters. besides indulging ourselves. horror and science fiction the series has encompassed over the years. June 1991 158 . Ian Marsh Putney. But most of all it has shown us what a strong team the first Doctor has when the programme first started. My undying thanks go to Richard Devlin and the network of fans who have kept available one of the finest science fiction series to appear on television. Similarly. Perhaps this accounts for DOCTOR WHO’s longevity. It has also created a strong attachment to all of them. even as a referee character.


TIME LORD originally presented only scanty guidelines on creating companions to adventure with the Doctor, for two good reasons. First, for a beginner’s role-playing game it seemed advisable to present characters that could be quickly given out ready for play; character creation can rather get in the way of welcoming newcomers to what is a rather unusual pastime. Second, the whole prospect of designing a comprehensive character generation system for Time Lords as a race, human companions and sundry aliens and robots was rather daunting and threatened to consume too much space in the book. Such a system might also be rather complicated for a newcomer to role-playing to understand. A third, and not so good reason, was that as the author of the rules system, I hadn’t much idea how to go about it! I believe I have already said that inspiration strikes in the strangest places. Well, it has happened again, and now you will all know what thoughts disturb the mind of one commuter as he contemplates wind-swept Earlsfield station in the early morning. One obstacle to the character creation system is that I wanted to use the consistent dice-rolling mechanism of the whole game in some way. Uniform systems are all very well, but they can also be a pain in the game designer’s neck! None the less, the dice are used to provide a variable element for each character. The final note I have to say about character creation is that companions are not superheroes. Although some of them may be quite competent in certain areas, in general a companion is just an ordinary person who has found himself or herself caught up in the Doctor’s adventures. This character creation system is intended to create such ordinary, human companions to accompany one of the existing Doctors; it has no ambition to be anything else.

There are two ways of shaping a character. First, you can imagine a person, his background, how he will react to certain circumstances, and his likes and loathings and then tailor the numbers to fit this concept. Second, you can work out all the numerical information, assign common abilities and pick special abilities, using such gamerelated material to help envisage the character as a person. Either way is satisfactory. If you are stuck for ideas, try modelling a companion on one of your friends or a well-known actor. As a player you have a free choice whether your companion is young or old, male or female, and which time period the character belongs to — there are no rules here to help you decide these factors! The only limit is that the character must be human and of Earth origin (descendants of space colonies are all right, too).

Each player starts with a number of points with which, in effect, he buys the character’s skills. As the procedure involves juggling numbers, a pencil and paper will prove handy to make notes before filling in a proper character sheet. A pack of cards may prove useful, as will be explained later.

Creating a character
Each character starts with eight abilities at 3, four abilities at 2 and eight abilities at 1. In addition, the character gains anything from zero to twenty 1-point abilities decided by the roll of the dice. These additional abilities are calculated by rolling a pair of six-sided dice four times and summing the differences of each roll — for each roll of the dice, therefore, the character gains from zero to five 1-point abilities. The result on the dice is read the same way as in the TIME LORD rules — and similarly, rolling a big difference each time is best. The best possible combination, therefore, after the dice have been rolled is a character with eight 3-point abilities, four 2-point abilities and twenty-eight 1-point abilities (the worst leaves him with only the basic eight 1-point abilities). These values are then assigned to the character subject to the rules regarding combination and limitations. The player must assign values to each of the eight main abilities, and can spend the rest as he likes on the special abilities listed in the rule book. It is highly recommended that characters who opt for low Strength acquire the Cheat Death ability at 2 points if they have Strength 3 and at 1 point if they have Strength 4.

Combining abilities
Any ability can be combined with another ability of the same value to obtain a single ability that is one higher in value. But a high value ability can never be broken down into a lower value ability. Thus, two 2-point abilities can be combined to yield one 3-point ability, but a 3-point ability cannot be broken down into two 2-point abilities. In effect it costs thirty-two 1-point abilities to gain one 6-point ability, sixteen 1-point abilities to gain one 5-point


DOCTOR WHO — TIME LORD Table 13: Minimum and maximum abilities for human companions Ability Strength Control Size Weight Move Knowledge Determination Awareness Minimum 2 2 2 3 1 2 1 1 Maximum 5 6 5 4 4 6 6 6 Notes 2 = child, 5 = strongman 2 = klutz, 6 = daredevil acrobat 2 = a giant, 5= a child or dwarf 3 = small adult, 4 = large adult 1 = crippled, 4 = sprinter 2 = primitive, 6 = genius 1 = subservient, 6 = obsessive 1 = not in tune with surroundings, 6 = sensitive to surroundings

ability, eight 1-point abilities to gain one 4-point ability, four 1-point abilities to gain a 3-point ability and two 1-point abilities to gain a 2-point ability (most cost-effective!). Thus a 3-point ability is affordable and within the reach of most characters, but to gain several 4-pointers requires careful budgeting. The best approach is to ensure the eight common abilities have values of 3 or 4, perhaps with one 5, and to enhance these with well-chosen special abilities. This way a character can get a total ability of 6 cheaply through using two 3-point abilities (a cost of eight 1-point abilities instead of thirty-two); the downside is a low general value in the appropriate common ability.

A value must be assigned to each of the eight common abilities — Strength, Control, Size, Weight, Move, Knowledge, Determination and Awareness — subject to the minimum and maximum possible values for a human companion given in Table 13. Certain values will very much shape the appearance and possible background of a character. A character with Size 5 is either a child, and must select his other background skills appropriately, or a dwarf; the character cannot be imagined as resembling an average adult human. Referees should look for such potential discrepancies in generated characters and advise the player accordingly. In addition, special abilities may not be greater in value than the governing main ability: a character with a Control of 3 cannot have a Marksmanship of 4; the maximum ability he can have is Marksmanship 3. To obtain a total ability of 7 the character must have Control 4 and Marksmanship 3.

Players with access to a number of packs of playing cards can use them to keep track of their changes in ability — about four packs will be necessary. Issue the player with cards whose numeric value is equal to the abilities of the character, using court cards as ones if there is a shortage of aces. Thus a basic character will get eight threes, four twos and eight aces. Each time the player wishes to combine two abilities, he hands the referee two equal cards and receives one higher value card in exchange: filling in the character sheet is then a simple matter of comparing remaining cards with spaces on the sheet. The referee is also completely in control of the bookkeeping, eliminating any ‘creative accountancy’ on the part of the player.

Characters start with a set of clothing and nothing else. They may, however, trade in abilities to secure equipment. None is a particularly cost-effective purchase, but then money is of no real use to most of the companions and they will be hard-pressed to find shops on places such as Metebelis 3. Abilities can also be spent to buy status, such as rank within an organization like UNIT (organizations may also require purchasing of a pass, representing membership and security vetting).

1-point ability
This will secure a trivial item of no apparent worth, or a common, everyday item for the character’s time period. Examples: a pocketful of loose change, a plain metal ring, golden star of mathematical excellence, walking stick or umbrella, a set of house keys, cricket ball, string, bag of jelly babies, pen knife.


DOCTOR WHO — TIME LORD 2-point ability
This secures a useful item of some worth. Examples: skeleton keys, hunting knife, gold jewellery, binoculars, mobile telephone, transistor radio.

3-point ability
This secures an item of notable worth or a low position of authority. Examples: hand-to-hand weapons such as a sword or mace, primitive missile weapons such as a bow, unreliable firearms such as muzzle-loading pistols and muskets, partial armour or a shield, rank of sergeant.

4-point ability
This will secure a valuable item or a position of moderate responsibility. Examples: security pass for a secret service or UNIT, reliable guns, full armour, motorized transport, rank of captain.

5-point ability
This will secure an exceptionally valuable item or a position of power. Examples: technological device of equivalent ability to the sonic screwdriver, national head of UNIT, presidency, membership of the royal family. Referees might also like to invent special devices that characters can own, for example:

Infallible firearm (5-point ability)
A revolver, automatic pistol or laser pistol that always begins any new adventure with a full magazine or charge. This makes the weapon far more attractive than the run-down or partly empty guns that characters may be forced to use in the course of an adventure.

Bullet-proof pocketwatch (4-point ability)
A one-use item that automatically stops the first bullet to strike the front of the character; the watch is destroyed in the process.

A character need not be generated using all his abilities; some may be held unspent to gain an appropriate skill when the player needs. This helps reflect an inherent talent for a subject that the character has never tackled before.

TIME LORD characters should advance their skills only slowly as gaining even one point in an ability represents a great leap in skill. To this end, at the end of each adventure, a player may make one roll of the dice to increase one of his character’s abilities by one point. If the player chooses not to roll the dice at the end of one adventure, it increases his chance of learning at the end of a subsequent adventure. The basic object is to beat the difference between the number of adventures a character has gone without making an experience roll and the desired total ability.

Patrick has Knowledge 4 and wishes to learn Cybernetics 1 after a close call with the Cybermen and a number of robots in his first adventure. He must therefore beat a difference of 4 to learn the ability (desired total ability for Cybernetics equals 5). If he waited until the end of his second adventure, he would need to beat a difference of 3.
After a player makes an experience roll, regardless of whether it succeeds or fails, the number of adventures resets to zero. Each time a character successfully makes an experience roll, the difficulty to make the next roll increases by 1. This penalty is cumulative.

Assuming Patrick gained Cybernetics 1 after one adventure and then wished to gain Cybernetics 2 after a subsequent adventure, a penalty of 1 would be added to the total desired ability. The total desired ability would be 6, but the penalty raises it so the difficulty becomes 7. He would need to complete three more adventures to have a chance at gaining Cybernetics 2, at which point he would need to beat a difference of 4. If he succeeded at this and wished to progress to Cybernetics 3, he would incur a penalty of 2, making the base difficulty 9 and requiring the completion of five more adventures before a roll could be made.
At all times the referee decides when an adventure concludes and an experience roll can be made. A character may never improve more than one ability whenever he earns an increase. Also, the eight common abilities may never be increased; only special abilities may be gained or increased.


a value of 2 to Strength and a value of 1 to Awareness. Size: 3.DOCTOR WHO — TIME LORD The experience roll assumes that a player is attempting to increase an ability which was appropriate to one of his adventures. On reflection. Size. so she combines two 1-point abilities to give a two-point ability. She must still assign a value to Move. Driving 2. Mechanics 1. and the experience gained. To start. Cheat Death 2 Control: 3. Her final abilities are: Strength: 2. she assigns values of 3 to Control. She is left with eleven 1-point abilities. She envisages her character as an enthusiastic car mechanic who loves tinkering. Awareness: 1. Weight: 3. if it is not appropriate. Engineering 1 Determination: 3 Awareness: 3 Simone starts only with the clothes she wears. The referee should keep a log of attempts made or failed. Bench-thumping 2. four 2-point abilities and eight 1-point abilities. Move: 4. Mechanics 1 and Engineering 1. Bench-thumping 2 Size: 3 Weight: 3 Move: 4. which in turn is combined with the remaining three 2-point abilities to give one 4-point ability. She rolls the dice. the referee should increase the difficulty of succeeding at the experience roll. and combines the remaining three 1-point abilities with it to give Awareness 3. The four remaining 3-point abilities. Heaven help the Doctor when she gets loose in the TARDIS! 162 . The general intention of these rules is to allow characters to pick up one or two abilities that may be useful as they become more experienced with role-playing and TIME LORD in particular. generating differences of 0. Driving 2 Knowledge: 5. Determination: 3. gaining her six extra 1-point abilities (giving a total of fourteen 1-point abilities). Weight and Determination. she believes her Awareness to be too low. Her abilities currently are as follows: Strength: 2. 1. she combines twice to give a Knowledge of 5 (four 3-point abilities = two 4-point abilities = one 5-point ability. Control: 3. Knowledge: 5. and elects to take the special abilities of Cheat Death 2. 3 and 2. SAMPLE CHARACTER: SIMONE Simone starts with eight 3-point abilities.

DOCTOR WHO — TIME LORD CHARACTER SHEET NAME PERSONAL Species Home planet Native time Age Sex Description ABILITIES Strength Determination EQUIPMENT Control Knowledge WOUNDS Weight Size Awareness COMBAT Move Attack Parry Attack Basic Defence Evade Dodge 163 .

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